Legal name is Brian, but friends usually call me Panda. I'm a Senior 3D Character Artist, but my commitment as a game developer overall has gotten me embroiled in art direction, environment animation and rigging, Unreal Blueprint scripting, level building, and even motion capture performance.
I play Scottish Highland bagpipes sometimes. Trust me, I'm confused too.
Modeling, texturing, cleaning scan-data and concepting 3D assets for real-time and VFX shows, adapting between character, real-time groom (gFur), prop, and environment workflows for Unreal Engine or Katana look development.
Establishing shot layouts and cinematic camera Sequencer shots in Unreal Engine for 2 animated short films.
Restoring and validating archived Star Wars assets for look development in Katana.
Instructing educational material to department peers, including updating shared documentation on Unreal, Marvelous Designer, and asset restoration workflows.
Utilizing proprietary and publicly available AI tools, including research, troubleshooting, and authoring intermediate assets for DCC.
Optimizing and converting VFX models into real-time compatible models.
Educating younger artists through public-facing company presentations at educational institutions like Gnomon School of Art.
- Creating BITMOJI character assets, including hair and outfits.
- Optimizing character assets for mobile platforms.
- Clients: Giant Sparrow, Camouflaj, Magnopus, The Third Floor, Motion Logic Studios, Open Realms, and other developers.
- Projects: Final Fantasy XV Kingslaive, Republique Remastered, What Remains of Edith Finch, Coco VR, and more.
- Creating character, environment, and prop assets for games and previsualization.
- Rigging character assets for games.
- Concepting visual designs.
- Created character and environment art assets, including sculpting, modeling, and texturing.
- Scripted art assets and level scenes in Unreal.
- Rigged and animated environment art assets.
- Built Substance materials for team-wide texturing pipelines.
- Projects: The Mage's Tale, The Bard's Tale IV, Wasteland 3, and Frostpoint VR
- Created character and prop assets for XBOX Avatars in the Unity Engine.
- Created low-poly character assets, including 14 character models, 100 weapon variants, and 9 accessories.
- Implemented optimization techniques in character creation to maximize asset reuse on mobile platforms.
- Animated, inked, and cleaned-up 2D character animations and effects
- Illustrated character and environment concept art for unannounced game projects
- Modeled 3D and painted 2D environment assets
- Modeled high-resolution characters and props for Disney projects