Shawn P. L. Bruner
Total Page:16
File Type:pdf, Size:1020Kb
Shawn P. L. Bruner 206.399.0634 [email protected] www.Trippinginthedark.com Areas of Motivated Digital Artist with experience in the operations, development and technical production Expertise arenas. Very experienced with both Hard and soft surface sculpting techniques, and able deliver assets that surpass expectations in very limited timelines. Capable of motivating fellow employees to deliver outstanding performances. Able to evaluate operational needs and implement strategies that increase Creature and productivity, enhance quality and improve cost effectiveness. Character Design and Modeling Harebrained Schemes Level Design Golem Arcana and Modeling Lead ZBrush Artist I worked with the Character Art Lead to ensure that models meet technical and artistic standards. Solved Texturing the technical problems related to the generation of printable assets. Mentored other artists on the creation of ZBrush assets and correct workflow for the conversion of ZBrush assets to 3D game assets. Environment Collaborated with CEO on timelines for 3D printed material and coordinate with outside vendors to Artist maintain that timeline. Prepped and reviewed all ZBrush models for print. Approve contractor models for quality prior to payment. Rigging ZBrush Character Sculptor Level Design Generate and pose hi-poly models based upon provided concept art to be used in 3D printers. Project Management Shadowrun Returns Contract Character Artist Character Creation Generation of textured in-game non player characters, and creation of gear and customization options Programs: for player characters. Concept design and modeling of creatures. Maya Weapons Design and Modeling ZBrush I took weapons from concept development to game-ready 3D model. This included updating traditional melee and ranged weapons to conform to the Shadowrun aesthetic. 3DS Max Photoshop Character Gear Retargeting This is the process of taking an outfit for an in-game character and adapting its texture and 3D model for Unreal Engine use on all ten of the race/gender combinations. Many of these did not have a common UV layouts which meant I had to stretch warp and repaint the texture to make it fit the various characters. After Effects Icons Adobe Premiere I generated the icons based upon a design that was provided by our art director. Mudbox 4.0 UVLayout Education and Professional Accomplishments BFA in Game Art and Design from the Art Institute of Seattle (graduated with honors 3.8) Flash Winner of the AMD Speed Modeling Competition at SIGGRAPH Participant in Dominance War V: Arikos God of Tyranny XNormals Surreal Zbrush Workshop .