Brian patenaude | environment artist | digital portfolio

 

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[Project that never took off]...
 

...  WORK-IN-PROGRESS, Modeling  + lighting based of concept for game pitch.

TORNADO OUTBREAK, xbox 360, wii, and PS3...  2009
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.

ROADSIDE DESTRUCTION... 
modeled 95% of all instanced geometry, 75% of non-instanced, 75% of the placement of instanced geo + cloud and shadow modeling.

TRAINING LEVEL...
99% of instanced & non-instanced geometry modeling [everything except the jeep & characters], 95% of instanced geometry layout + cloud and shadow modeling.

CAMELOT FALLS...
modeled 90% of non-instanced geometry, 95% of instanced geometry, & placed ~50% of instanced geometry.

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.

THE STRIP...
80% of instanced geometry modeling, placement of detail geometry [small bits] + sideshow geometry @ cloud modeling and placement

 

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

TRAILER PARK...
75% of instanced geometry modeling [including reworks of existing models] & 90% of non-instanced ground mesh.

 

RINGLING VILLAGE...
construction & placement of all sideshow [distant background] geometry + modeling and placement of the geo clouds...

TOKYO...
modeling and placement of the geo clouds...

AREA 51...
construction & placement of all sideshow [distant background] geometry + modeling and placement of the geo clouds...

                                                           

JAK X: COMBAT RACING, PS2...  2005
 

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
 

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
 

Responsible for all concept, modeleing, and level construction.  screenshot mock-ups in lightwave

                                                                 

 

Modeling tests for "Sucker Punch" and "Naughty Dog"...  2004
 

Modeling in light wave + object placement in maya for ND

                                                                  

 

 
"ELVIS IN DOGTONWN", webtoon and TV cartoon series pitch... 2000
 

Responsible for all concepts and modeling

 

Brian patenaude | environment artist | digital portfolio