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