Bryan Shannon
Bryan Shannon
Environment Artist
Austin, United States of America

About

Open to opportunities in both Environment Art & VFX
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3D game artist with 4 years of studio experience. Studied at Ringling College of Art & Design, graduated 2013. I've worked around games for the last 15 years, starting off with creating maps in Counterstrike, Starcraft and Warcraft 3. For a short time I created some popular mods for Cities Skylines. I'm well versed in PBR pipeline, current gen tools and techniques.

Primarily trained as an environment artist, but also do hobbyist VFX and game design. Learning new tools excites me, which seems proper for an industry that tends to evolve its pipeline every 2-4 years :)

Resume PDF

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Skills

3D ModelingParticle EffectsUV MappingGame DesignPBR Texturing

Software proficiency

Unreal Engine
Unreal Engine
CRYENGINE
CRYENGINE
Modo
Modo
Maya
Maya
Quixel Suite
Quixel Suite
Substance Designer
Substance Designer
Substance Painter
Substance Painter
Photoshop
Photoshop
ZBrush
ZBrush
3DCoat
3DCoat

Reel

Productions

  • Wolfensteinii
    • Video Game
      Wolfenstein II: The New Colossus
    • Year
      2017
    • Role
      Environment Artist (Outsource - 2 months)
    • Company
      Arkane Studios
  • Prey box shot
    • Video Game
      Prey
    • Year
      2017
    • Role
      Environment Arist
    • Company
      Arkane Studios
  • Artstation2
    • Video Game
      Cities: Skylines
    • Year
      2015
    • Role
      Content Modder - (Unofficial) 3D Artist
    • Company
      GulaGames
  • Cot
    • Video Game
      SIMCITY: Cities of Tomorrow
    • Year
      2013
    • Role
      3D Artist
    • Company
      Maxis
  • Simcity
    • Video Game
      SIMCITY
    • Year
      2013
    • Role
      3D Artist
    • Company
      Maxis

Experience

  • Environment Artist at Arkane Studios
    Austin, TX, United States of America
    March 2016 - March 2018

    - Created FPS game-ready assets by modeling, texturing, and baking.

    - Utilized Maya, Photoshop, and the Quixel & Substance packages for a stylized PBR workflow.

    - Worked without concept, from reference, or directly with designers on kitbash. Integrated custom assets to levels, some set dressing.

    - Assisted on various VFX tasks throughout environments, usually material effects.

    - Optimization efforts towards game performance while being conscientious of time management.

  • 3D Artist at Electronic Arts - Maxis
    Emeryville, CA, United States of America
    July 2012 - November 2014

    Various art tasks including 3D modeling, texturing, and scripting (integration) for Simcity's proprietary engine. Cleaned up models from outsourcing. Prototyped whitebox models in early phases of development. Polished finished models per the feedback from art direction.