Brendan Cohoe 4563 Rue Parthenais Montreal QC H2H2G8 514-979-8364 [email protected]

Ubisoft Montreal May 2014 – Present Technical Art Product Specialist Technology Group (RealBlast) - Full collaboration with development teams currently using our technology - Maintain communication and relationships with development teams - Liaison between the RealBlast team and production management - Experiment with diverse game assets through unique destruction solutions to drive innovation - Research & develop processes for digital content creation that is gameplay destruction ready - Documentation of tools and workflows for content creation teams - Present live demonstrations of our technology to internal and external development teams - Create step-by-step text/image and video tutorials for the content creation teams - Investigate alternative engines and competitive solutions, (Internal and External) - UX / UI / Feature design, prototyping, and testing

RealBlast Projects - Rainbow Six: Siege ( / PS4 / PC) - Participate in extensive development meetings to drive production & build solutions - Owner of character driven gameplay destructible assets for Rainbow Six: Siege - Owner of destructible glass behaviour for Rainbow Six: Siege - New destruction asset creation to help development reach final - Extensive asset cleanup, art updates, problem solving, and bug fixing

Electronic Arts Canada March 2014 – May 2014 Artist (Contract) NHL15 (XBox One / PS4) - Personally Modeled and Textured 90% (27/30) of licensed NHL arena jumbotrons. - Briefly implemented data to place crowd assets around arenas - Helped mentor junior staff to create art using engine restrictions

United Front Games July 2011 – February 2014 Technical Art Director : The Definitive Edition (XBox One / PS4) - Directly managed Technical Art, FX, & Animation groups - Project planning and coordination between artists & programmers - Led implementation and education of Tomb Raider engine and other proprietary tools - Setup, document, and maintain art guidelines & workflows with new engine - Design, prototype, and Implemented new custom tools & technology for art production - Rigging for physics simulation objects (Cloth, Foliage, Destructibles, etc) - Technical Art and tools support to all artists - Extensive asset cleanup, art updates, problem solving, and bug fixing

Lead Prop / Technical Artist Sleeping Dogs (XBox360 / PS3 / PC) - Game asset creation & management for environments, weapons, and props - Rigging for character & world art - Led a small team for large scale LOD creation and integration of entire game world - Art and pipeline technical support for design teams, missions, scripting, NIS, environments - Pipeline organization, asset scripting - General asset cleanup, problem solving, and bug fixing - Document artist and technical work flows Rabbit Hole Entertainment February 2011 – July 2011 Lead Character Artist The Hunt: Trophy Showdown & The Strike: Tournament Edition (Wii) - Updated and/or remodelled existing character & creature art from project prequels - Created new character & creature art - Mentored entire 3D art staff to project completion - Assisted in design and scheduling for limited project run United Front Games December 2009 – February 2011 Prop and Environment Artist / Outsource Management : Hong Kong (Cancelled, then continued as Sleeping Dogs) (XBox360 / PS3 / PC) - Manage prop and environment outsourced art - Tracking, delivery, receiving, and integration of outsourced content - Game asset creation including character weapons, guns, and props - Collision creation for props and environments - Setup prop rigging for characters & environments - Art and pipeline technical support for design teams, missions, scripting, NIS, environments - Pipeline organization, asset scripting - General asset cleanup, problem solving, and bug fixing - Document artist and technical work flows

NGRAIN Corporation August 2009 – December 2009 3D Generalist Contractor (Modeling / Animation) - Create 3D assets for animation - Animate operation cycles on various military equipment - Technical support for animation exporting

Atomic Robot Games July 2008 – July 2009 Lead Artist Unreleased Racing Project (PSN / Xbox Live) - Created 3D and 2D assets for production - All environment animation, including crowds, flags, etc. - Art pipeline design and manipulation - Task and milestone scheduling - Developed product pitches for publishers via modeling and other mediums such as short videos and animation.

Deep Fried Entertainment April 2006 – June 2008 Lead Environment Artist / Lead Technical Artist (2008 – June 2008) 2K Sports MLB Superstars – (Wii) - Planned and implemented environment asset pipeline - Designed and built original environment template & created preliminary environment to build project from - Heavily involved in design process - Task and milestone scheduling (2007 – 2008) Major League Baseball 2K8 & 2K9 Fantasy All-Stars – (DS) - Planned and implemented environment asset pipeline - Designed and built original environment template & created preliminary environment to build project from - Contributed in design of collision pipeline & implemented all collision geometry - Contributed in design of environment animation pipeline & implemented all environment animation - Built two and a half complete game environments for final project - Created environment particle effects - Led and scheduled to completion reward model items, shipping twice the amount originally planned - Rebuilt several environment assets for efficiency & led bug fixes for rewards and environments - Task and milestone scheduling (2006 – 2007) Sega Full Auto 2: Battlelines - (PSP) - Contributed in design and implementation of environment pipeline - Designed, created, and implemented all racing tracks - Contributed in design of collision pipeline & implemented most of collision geometry - Implemented all AI paths - Designed, created, and implemented four Battle Arenas, completing two arenas personally - Tweaked several environment assets for technical efficiency & led bug fixes for environments - Task and milestone scheduling Electronic Arts Black Box / Black Box Games 2001 – 2006 Assistant CG Supervisor (2004 – 2005) Need For Speed: Most Wanted – (PS2 / Xbox / GameCube / PC / XBox360) - Assisted engineer team in executing Need For Speed pipelines onto next generation of consoles - Implemented next generation shaders into 360 and PC SKUs - Organized and maintained environment pipeline and assets - Created collision boundaries, AI paths, collision barriers - Wrote world asset creation documentation for new employees and EA Worldwide - Organized bug tasks and scheduling 3D Artist / Technical Artist (2004) Need For Speed: Underground 2 – (PS2 / Xbox / GameCube / PC) (2002 – 2003) Need For Speed: Underground – (PS2 / Xbox / GameCube / PC) - Assisted in design and maintenance of environment pipeline and assets - Art asset creation and placement - Cooperated in design and implementation - Heavily involved in game design due to car hobbies - Contributed and maintained art guideline documentation - Bug fixes & art asset cleanup (2001 – 2002) Need For Speed: Hot Pursuit 2 – (PS2) – (Black Box Games) - Created 3D terrain, moment scenes, props and textures - Modeled helicopter police chase vehicle and assisted in AI design and implementation - Created and placed all wall and barrier models - Completed all track collision boundaries

Electronic Arts Canada 1999 – 2001 Additional Artist (2000 – 2001) FIFA Soccer 2002 - ( PS2 / Xbox / GameCube / PC) - Created several team jersey(kit) skins (2000 – 2001) SSX Tricky – (PS2 / Xbox / GameCube) - Created several snowboard skins (1999 – 2000) NBA Live 2001 – (PS2 / Xbox / GameCube / PC) - Edited 1500(500×3 LOD) character head models for each NBA player to completion, including UV mapping Quality Assurance (2000 – 2001) FIFA Soccer 2002 – (PS2 / Xbox / GameCube / PC) - Lead in-game art tester (1999 – 2000) NBA Live 2001 – (PS2 / Xbox / GameCube / PC) - Tested in-game art and game play Education Electronic Arts University Courses - Colour Theory and Application - Perforce for Artists - Pre-Production: Effective Brainstorming

(1998) Robert Bateman Secondary School Graduate – Applied Subjects - Design Communication 10 – 12 (Computer Animation & 3D Graphics) - Art 10 – 12 (Drawing & Painting) - Drafting 8 – 10 (Architecture & AutoCAD) - Media Productions 11 – 12 (Video editing & other media) - Computer Science 10 – 12

Honours & Notables Judge – (2003, 2004) Provincial Skills Canada Computer Animation Competition Bronze Medalist – 1998 Canadian National Skills Canada Computer Animation Competition Gold Medalist – 1998 British Columbia Provincial Skills Canada Computer Animation Competition 1st Place – 1998 Abbotsford BC Regional Skills Canada Computer Animation Competition

Specialities  Technical Art, 3D Modeling, Textures, Effects, Lighting, Rendering, Character Rigging, Environment Animation, Intermediate Character Animation  Technical understanding of Pipelines and Limitations  Pipeline Management, and Asset Organization  Pipeline Scripting, Macro Scripts, and Small Utilities  Problem Solving  Leadership and Mentoring  Tool Design  Project Management  Scheduling and Maintenance, Milestone Management  Outsource Asset Management & Integration  Bug Database Tracking and Assignment  Ability to quickly learn new software, in-house tools, and procedures  Computer savvy  Google fu  Exploiting flaws in video games to win without cheating

Autodesk 3D Studio Max, Autodesk Maya, Adobe Photoshop, Allegorithmic Substance Designer, CrazyBump, Pixologic ZBrush, Side Effects Houdini, Unity, Epic Unreal Engine, Autodesk Mudbox, Autodesk AutoCAD, Adobe Premiere, Sony Vegas Pro, Adobe After Effects, Perforce, SourceSafe, Tortoise SVN, Microsoft Suite (Office, Excel, Outlook), Confluence, JIRA, Hansoft, Test Track Pro, etc.

I've held leadership roles during the majority of my career due to my ability to understand or adapt to new and upgraded pipelines, methods or technology, then support any number of people into learning and understanding them as well.

I am confident in my abilities to learn, improve, innovate, document, and teach any artist software, tools, editors, engines, pipelines, or processes quickly and effectively.

My goals continue to being involved as an integral part of any team that strives to build the best games imaginable, and to continue improving my own abilities to maintain those goals.