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Brian patenaude | environment artist | digital portfolio |
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resume | environment art p1 | environment art p2 | cg modeling | concepts | traditional | blog |
| UNCHARTED: DRAKE'S FORTUNE, PS3 |
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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. |
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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. |
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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 |
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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 |
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geometry layout and modeling for 100% of non-instanced geometry, and
25% of the instanced geometry] |
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Brian patenaude | environment artist | digital portfolio |