BRIAN PATENAUDE | LEAD WORLD ARTIST | RESUME (EXPANDED)
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 build games that we are proud to be a part of.
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 
- key point of contact for world art when interfacing with other disciplines 
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, as well a considerable 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
"Tornado Outbreak", 2009, Wii, PS3, & XBox 360
- Object modeling with multiple break states, lite FX rigging, and delivery with specs 
- Collaboration with level design across all levels in the game in addition to lite Lua code work to call in custom weather systems & collision per level area + rig destruction dependencies 
- Coordinated with design, programming, concept, animation, texturing, FX, etc. to deliver levels under memory & within frame rate target across three platforms 
11/20003- 01/2008, Naughty Dog/ Sony | SENIOR Environment Artist
"UNCHARTED: DRAKE'S FORTUNE", 2007, PS3
- Level lead on jungle intro, buried temple, river, graveyard, and catacomb/ sinkhole environments, collaborating across multiple disciplines throughout development. 
- Asset design and modeling, in addition to level build out while maintaining playability, frame rate, and memory constraints 
"JAK X", 2005, PS2
- Responsible for asset modeling and level buildout for all arena levels in the game 
- Cross-discipline collaboration to deliver levels at or above visual bar, within frame rate and memory constraints. 
"JAK 3", 2004, PS2
- Responsible for level asset modeling, terrain sculpting, and level build out for forest river, arena, and ruins levels. 
- Cross-discipline collaboration to deliver levels at or above visual bar, within frame rate and memory constraints. 
04/2001- 11/2003, Nerve Software | Artist/ Level/ Game Designer
"Doom 3: Resurrection of Evil", 2005, PC
- Preliminary concept, modeling, + game and level design 
"RETURN TO CASTLE WOLFENSTEIN: TIDES OF WAR", 2003, X-Box
- Level design and build out across multiple levels 
"RETURN TO CASTLE WOLFENSTEIN" [multi-playER mode], 2001, PC
- Level design, world building, and lighting across numerous levels in the game 
08/2000- 03/2001, Rogue Entertainment | Level Designer/ World Artist
"AMERICAN MCGEE'S ALICE", 2000, PC
- Designed, modeled, texture mapped, and lit levels 
- Misc. level set up duties, including path node set up, script object rigging, entity placement, etc. 
11/1997- 08/2000, Ionstorm | Level Designer, Modeler, LIGHTING, Texture Artist, Animator
"ANACHRONOX", 2001, PC
- Concept design, modeling, texturing, and animation of numerous characters and props 
- Lead for several levels in the game- Including level design, build out, texturing, lighting 
06/1995- 10/1997... 7th Level | Senior Artist
"RETURN TO KRONDOR", 1998, PC
- Modeled, textured, and lit numerous backgrounds 
- Worked with lead game designer and programmers to design & create game interface 
- Modeled, textured, and animated low-poly models 
"DOMINION: STORM OVER GIFT 3", 1998, PC
- Lead one of three cinematic teams including spearheading process for integrating motion capture equipment in pipeline 
- Designed, modeled, and animated high-poly mech. 
"G-NOME", 1997, PC
- Designed, modeled, textured, and animated low-poly mech 
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
EDUCATION...
08/1993- 03/1995... The Art Institute of Dallas...
- Associates Degree, Computer Animation and Multimedia