Bryan Shannon
Bryan Shannon
Environment Artist at Blizzard Entertainment (Overwatch 2)
Austin, United States

About

BFA Ringling College of Art & Design 2013
(Game Art)

An Unreal developer and skilled environment artist with multiple disciplines of study including VFX, game design. Currently working in the games industry, but also moonlighting my own independent game project alongside my wife, Molly Warner.

I've made contributions as a modder to Cities: Skylines, Counterstrike, Warcraft 3 and Starcraft Broodwar. Professionally, I've worked on titles like Prey 2017, Simcity 2013, Resident Evil 4 VR, and the original Rooster Teeth television show Gen:Lock.

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 3D Designer
Substance 3D Designer
Substance 3D Painter
Substance 3D Painter
Photoshop
Photoshop
ZBrush
ZBrush
3DCoat
3DCoat

Reel

Productions

  • 2022 04 19 14 18 51 %281%29 resident evil 4   full length gameplay trailer   oculus quest 2   youtube
    • Video Game
      Resident Evil 4: VR
    • Year
      2021
    • Role
      Environment Artist
    • Company
      Armature Studio
  • Header
    • Video Game
      Vicious Circle
    • Year
      2019
    • Role
      3D Artist
    • Company
      Rooster Teeth
  • Gg
    • TV Production
      gen:LOCK
    • Year
      2019
    • Role
      3D Camera and Layout Artist
    • Company
      Rooster Teeth
  • Preymc
    • Video Game
      Prey: Mooncrash
    • Year
      2018
    • Role
      Environment Artist
    • Company
      Arkane Studios
  • 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 Certain Affinity
    Austin, United States of America
    December 2020 - August 2022

    - Assorted projects and fine game art development.

    - Contributions to three different IPs.

  • Contract Environment Artist at Armature Studio
    Austin, United States of America
    May 2020 - December 2020

    - Resident Evil 4: VR

    - Maya/Unreal project.

    - Completed various environment art embellishment tasks.

  • 3D Artist and Camera Artist at Rooster Teeth & Rooster Teeth Games
    Austin, United States of America
    November 2018 - September 2019

    - Camera and cinematography on Gen:Lock, mostly Maya work.

    - 3D Artist on Vicious Circle, Maya/Unreal.

  • 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.

  • Content Creator at Patreon
    March 2015 - March 2016

    Created mods for Cities Skylines and asked for donations.

  • 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.