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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|bio|blog |
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Born> Fast forward> ... After graduating from the art institute of Dallas, waaay back in '95, i got my start in the video game industry with a few friends @ 7th Level. There I worked on "Return to Krondor", "G-Nome", & "Dominion: Storm Over Gift 3" [which was later sold to and finished at Ionstorm] for the PC, doing everything from concept and modeling to texturing and animating. A few years in, things got a bit shaky [auditors were roaming the building taking inventory of equipment earmarked to auction off] and i left for the greener pastures that were Ionstorm. I continued to model and texture but decided to drop animation in favor of level design. While there i helped create the sci fi RPG, "Anachronox" for the PC while working with misfit beach on a webtoon idea of mine, as well as a bit of contract work for Sand Box Studio, and illustrated the children's book, "Firefly Fred" in my free time. Three years later I joined Rogue Entertainment to work on "American McGee's Alice"- A game that i'd been eyeing jealously throughout its development, and couldn't wait to be a part of. After finishing the PC version though, EA pulled the plug on the PS2 version of the same game that we were developing, and the company fell apart. Luckily I'd proven my worth in the short time I was there, and was asked to join a start up called Nerve Software, founded by a couple of ex-Rogues. Nerve was originally founded to work with Id software on an original stylized IP, but unfortunately after plenty of wheel spinning, that project was never able to find it's legs. While there we did manage to help out with the hugely-successful multi-play mode on "Return to Castle Wolfenstein" and the new & improved version for the Xbox , but alas I was ready for a change of scenery. With 10 years of experience under my belt, I was finally able to be even more selective about where i went and made it a priority to start developing for console games. With the famous Naughty Dog at the top of my list, i couldn't say no when they offered me a job putting together levels for one of my favorite franchises of all time, "Jak & Daxter", in beautiful Santa Monica, CA. After four years @ Naughty Dog, shipping "Jak 3", "Jak X", and "Uncharted: Drake's Fortune", my wife and I were ready for a change of scenery. Already having family in Washington and a freshly inked offer letter to work @ an exciting new start up, we set sail for beautiful city of Seattle, WA [actually Kirkland, to be specific].In January of 2008, I joined Loose cannon Studios [A team compromised largely by creators of the Sly Cooper franchise- another of my favorite series] as a "wikked-awesome environmental ahtist" [aka. senior environment artist]. Here we just wrapped up one of the most ambitious projects that I've worked on, Tornado Outbreak- A 3-console , 6 SKU game, with a team of only ~30 [full-time] of the most talented & hilarious artists and programmers i've had the fortune to work with. ... Patenaude
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