Brian patenaude | environment artist | digital portfolio

 

resume | environment art p1 | environment art p2 | cg modeling | concepts | traditional | blog

 
UNCHARTED: DRAKE'S FORTUNE, PS3

 

entry to the buried temple...  responsible for 75% of the instanced models + 85% of non-instanced modeling & level arrangement

 

the graveyard...  responsible for 65% of the instanced modeling [mainly manmade objects] + 100% of the non-instanced geometry & level arrangement.

 

 

the lair...  responsible 75% of background instanced geometry, 100% of non-instanced geometry, and all of level layout/ level construction.

   

 

a few shots from various stages while the prototyping the jet ski/ river level, which was later reworked to tighten vistas.  responsible for 75% of instanced geometry + half of the layout.

 

maya + early in-game screenshots of the dive level that was chopped due to "tightening  the scope of gameplay".  responsible for all modeling and layout.

 

jungle level... only had a small part in this one, which has a special place in my heart as it was one of the first 2 levels we undertook in search of the look of uncharted.   responsible for ~25% of the instanced geometry + plenty of  collision and bug smashing towards the end of the game.

 

JAK X: COMBAT RACING, PS2
 

jungle level... only had a small part in this one, which has a special place in my heart as it was one of the first 2 levels we undertook in search of the look of uncharted.   responsible for ~25% of the instanced geometry + plenty of  collision and bug smashing towards the end of the game.

JAK 3, PS2
 

geometry layout and modeling for 100% of  non-instanced geometry, and 25% of the instanced geometry]
note:  apologies for the subpar shots ripped off the web-  eegads!]

 

   

 

 

 

Brian patenaude | environment artist | digital portfolio