Brian patenaude | environment artist | digital portfolio

 

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

 

CONTACT INFORMATION

Brianpatenaude[at]gmail.com, 1014 4th Street West, Kirkland, WA 98033

OBJECTIVE

To continue pushing the boundaries of what players experience in games visually while striving to create the most fun & original environments possible.

TECHNICAL SKILLS
  • Maya 2010
  • 3DS Max 2010
  • Photoshop CS2
  • Various proprietary level editing + debugging software
  • Lightwave 7.5
  • Id tech. 3, & 4
  • Mudbox 2010
  • Zbrush [minimal]
WORK HISTORY
 

02/2010- present...   Snowblind Studios...  Bothel, WA
Senior World Artist

[TBA]...

01/2008- 02/2010...   L00se Canon Studios...  Kirkland, WA
Senior Environment Artist/ Designer

"Tornado Outbreak", Wii, PS3, & X-Box 360

  • Object modeling with multiple break states, bounding splines, & lite FX rigging
  • Background layout + ground mesh construction & UV layout
  • Coordinated with design, programming, concept, animation, texturing, FX, etc. to deliver levels under memory & within frame rate target
  • Experience with asset development and delivery for 3-console simultaneous development
  • Worked with Lua code to call in custom weather systems & collision per level area + rig destruction dependencies
11/20003- 01/2008...   Naughty Dog/ Sony...  Santa Monica, CA
EnvironmentArtist

"UNCHARTED: DRAKE'S FORTUNE", PS3

  • Worked with designers to layout and construct ground geometry
  • Background object modeling, preliminary UV layout, and placement in levels
  • Assisted in development of asset construction and management tools for environment artists
  • Responsible for managing frame rate, memory, playability [and fun] of the level
  • Coordinated with those working on different elements of the levels [fx, enemy, AI, cinematics, and attached streaming levels to make sure that the levels were playable [& fun] + within frame rate and memory constraints

"JAK X", PS2

  • Modeled background elements within engine LOD constraints
  • Modeled ground mesh, collision, and placed background referenced geometry for all arenas
  • Coordinated with those working on the different elements of the level [fx, enemy, AI, cinematics, and attached streaming levels] to deliver it within frame rate and memory constraints in addition to being beautiful and fun!

"JAK 3", PS2

  • Modeled and placed background objects within the constraints of proprietary LODing engine in addition to modeling referenced and custom collision geometry
  • Coordinated with those working on the different elements of the level [fx, enemy, AI, cinematics, and attached streaming levels]
04/2001- 11/2003...   Nerve Software...  Mesquite, TX
Art/ Level/ Game Design

"Doom 3: Resurrection of Evil", PC

  • Experience with Id tech. 4
  • Preliminary modeling and level design
  • Preliminary Concept & game design

"RETURN TO CASTLE WOLFENSTEIN: TIDES OF WAR", X-Box

  • Level design [layout, construction, lighting]
  • Misc. entity placement and scripting preparation
  • Level optimization

"RETURN TO CASTLE WOLFENSTEIN" [multi-play mode], PC

  • Level design [layout, construction, lighting]
  • Misc. entity placement and scripting preparation
08/2000- 03/2001...   Rogue Entertainment...  Dallas, TX
Level Designer

"AMERICAN MCGEE'S ALICE", PC

  • Designed, modeled, texture mapped, and lit levels
  • Misc. technical level tasks [i.e. placing path nodes, script object rigging, entity placement, etc...]
11/1997- 08/2000...   Ionstorm...  Dallas, TX
Level Designer, Modeler, Texture Artist, Animator

"ANACHRONOX", PC

  • Conceptual design and modeling of low-poly characters
  • Laid out, built, textured, and lit levels in heavily modified id tech. 2 engine
  • Modeled, animated, and textured world objects
  • Various and numerous amounts of asset delivery
06/1995- 10/1997...  7th Level...  Richardson, TX
Senior Artist

"RETURN TO KRONDOR", PC

  • Modeled, textured, and lit numerous backgrounds
  • Worked with lead game designer and programmers to design & create game interface
  • Modeled, textured, and animated low-poly models
  • Various asset delivery

"DOMINION: STORM OVER GIFT 3", PC

  • Worked with motion capture equipment
  • Lead one of the cinematic teams
  • Designed, modeled, and animated high-poly mech.

"G-NOME", PC

  • Designed, modeled, textured, and animated low-poly mech.

EDUCATION

 

08/1993- 03/1995- Associate of Applied Arts…  The Art Institute of Dallas

  • Computer Animation and Multimedia

 

REFERENCES AVAILABLE UPON REQUEST

 

Brian patenaude | environment artist | digital portfolio