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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 |
| [Project that never took off]... |
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... WORK-IN-PROGRESS, Modeling + lighting based of concept for game pitch. |
| TORNADO OUTBREAK, xbox 360, wii, and PS3... 2009 |
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notes: with a team of 10 artists on a 3-console game there tends to be quite a
necessity for wearing multiple hats- pay close attention, as i
try my best to explain what i was responsible for in each of the
levels. the shots that i snapped below are all taken on the 360 version of the game, although the levels were built for out primary console- the wii. |
| COASTAL
CALAMITY... modeled 95% of instanced geometry, 85% of non-instanced geometry, placement of 33% of instanced geometry [including big detail pass], & cloud and shadow modeling. note: the shots displaying a sub-30 framerate was due to playing in debugging mode. |
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ROADSIDE DESTRUCTION...
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| TRAINING
LEVEL... 99% of instanced & non-instanced geometry modeling [everything except the jeep & characters], 95% of instanced geometry layout + cloud and shadow modeling. |
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CAMELOT FALLS... |
| CHICKEN
FARM... big polish pass on the ground mesh+ placement of detail instanced geometry, all modeling and placement of sideshow [far background geometry], modeled ~10% of non-instanced geometry [including lite uprez pass on the "high def." model versions] + cloud and shadow modeling. |
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THE
STRIP... 80% of instanced geometry modeling, placement of detail geometry [small bits] + sideshow geometry @ cloud modeling and placement |
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AMUSEMENT PARK... uprez modeling overhaul on the ground mesh, a bit of instanced geometry rearranging and filling out [adding more detail bits], & built ~5% of the instanced geo modeling |
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TRAILER PARK... |
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RINGLING VILLAGE... |
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TOKYO... |
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AREA 51... |
| JAK X: COMBAT RACING, PS2... 2005 |
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Arena levels... Responsible for 100% of layout and modeling for the top two levels. Responsible for 100% of the non-instanced geometry and geo layout of the snow level + 25% of non-instanced mesh modeling. |
| JAK 3, PS2... 2004 |
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Responsible for 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!] |
| "PLAH-DOWE" [personal project prototyping video game design]... 2003 |
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Responsible for all concept, modeleing, and level construction. screenshot mock-ups in lightwave |
| Modeling tests for "Sucker Punch" and "Naughty Dog"... 2004 |
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Modeling in light wave + object placement in maya for ND |
| "ELVIS IN DOGTONWN", webtoon and TV cartoon series pitch... 2000 |
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Responsible for all concepts and modeling |
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Brian patenaude | environment artist | digital portfolio |