BRIAN PATENAUDE | LEAD WORLD ARTIST | RESUME
OBJECTIVE
To seek out the perfect role and studio to collaborate with in pushing the boundaries of what players experience in games visually, while creating the most fun & original worlds possible! This role will allow me to parlay my extensive experience working in a wide range of roles, disciplines, and genres, along with an unquenchable enthusiasm for the magical world of video game development, to create exceptional games.
WORK HISTORY
06/2013- Present, relentless Studios (Amazon Game Studios) | LEAD WORLD ARTIST
Crucible, 2020, PC
Cross-discipline collaboration throughout the studio as well as other teams across Amazon Game Studios
Lead team of up to 9 artists throughout development, responsible for leading, managing, providing feedback to, and scheduling the team throughout development
Collaboration with team on establishing visual style and continued evolution of art pipeline and organizational structure
Level and asset build out throughout all levels, including block in, final set polish, vegetation placement, and terrain material painting
QUASAR,2015 (CANCELLED), pC
World art team lead of ~4 artists as well as key individual contributor on the project
Spear-headed new engine tech, while defining workflow for world art team
Visual R&D for look dev while in pre-production
The unmaking, 2014, Kindle (Appstream)
Defined look of environment with art director as well as other members of the team
Lead world team ranging from 3- 7 artists throughout development in addition to cross-discipline collaboration
Initial set up of all levels, level design, and technical work, including development of world art pipeline from Unity> World machine> Unity with tech. art tool support
Project: ARIES, 2013 (CANCELLED), Kindle
Lead Artist, responsible for art direction, style guides, and mood boards for environments, characters, and UI, in addition to managing a team of ~5 artists
Primary contributing world artist, in addition to being integral to game design
key point of contact for world art when interfacing with other disciplines
02/2010- 06/2013, Monolith Productions (WB Games Seattle) | Senior/ LEAD World Artist
"Middle-Earth: Shadow of Mordor", 2014, PS3, PS4, XBox 360, XBox One, PC
Led team of 6 world artists, responsible for critiques, scheduling, and cross-discipline coordination.
Responsible for modeling/ sculpting & texturing assets
Primary artist responsible for organization and build out of the designer “whitebox” levels
"Guardians of Middle-Earth", 2012, XBox 360, PS3, PC, WiiU
Role varied from being the sole artist responsible for entire region’s level set, to team lead responsible for organization and feedback for 2-3 other artists throughout production
Self-managed + cross-discipline collaboration ensuring levels were at or above visual bar, within frame rate and memory constraints"
"Lord of the Rings: War in the North", 2011, XBox 360, PS3, PC, MaC
Co- lead team of 5 world artists, responsible for critiques, asset lists, scheduling, and coordination with design, art director, FX, etc.
Responsible for modeling/ sculpting, texturing/ materials assets [in addition to LODs, collision, tagging, etc.]
01/2008- 01/2010, Loose Canon Studios | Senior Artist/ designer
"Tornado Outbreak", 2009, Wii, PS3, & XBox 360
11/2003- 01/2008, Naughty Dog/ Sony | SENIOR Environment Artist
"UNCHARTED: DRAKE'S FORTUNE", 2007, PS3
"JAK X", 2005, PS2
"JAK 3", 2004, PS2
04/2001- 11/2003, Nerve Software | Artist/ Level/ Game Designer
"Doom 3: Resurrection of Evil", 2005, PC
"RETURN TO CASTLE WOLFENSTEIN: TIDES OF WAR", 2003, X-Box
"RETURN TO CASTLE WOLFENSTEIN" [multi-playER mode], 2001, PC
08/2000- 03/2001, Rogue Entertainment | Level Designer/ World Artist
"AMERICAN MCGEE'S ALICE", 2000, PC
11/1997- 08/2000, Ionstorm | LEVEL DESIGNER, ARTIST, LIGHTING, ANIMATOR
"ANACHRONOX", 2001, PC
06/1995- 10/1997... 7th Level | SENIOR ARTIST, CONCEPT, ANIMATION
"RETURN TO KRONDOR", 1998, PC
"DOMINION: STORM OVER GIFT 3", 1998, PC
"G-NOME", 1997, PC
SOFTWARE EXPERIENCE...
Maya 2020 | 3DS Max | Photoshop | Quixel Suite | Zbrush | Mudbox | World Machine | Substance (minimal) | Game engines including Unity, LithTech, Id Tech, CryEngine, Lumberyard, Unreal (minimal), + misc. proprietary engines
SKILLS
Environment art | digital sculpting | level design | texture/ material authoring | lighting | illustration | management | photography | traditional media | art direction | team lead
EDUCATION
08/1993- 03/1995, The Art Institute of Dallas
Associates Degree, Computer Animation and Multimedia