Resume

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GREGORY BRANT
Technical Artist


OBJECTIVE

To create great AAA games by helping make the team more efficient and effective by creating, leveraging, and documenting tools, workflows, or content for a diverse range of styles and disciplines



SPECIALTIES

PBR based asset generation and implementation
Environment rigging and animation
Scripted and dynamic event system creation
BRDF/PBR lighting and scripted lighting events
Shader and Effect creation
Post processing and finishing work
FPS auditing and optimization
Establishing workflows and efficient solutions
Documenting tools and training others



SKILLS

Photoshop
Substance Suite
Quixel Suite
Havok Tools
Houdini
After Effects
Maya
Max
World Creator
Unreal Engine
Unity
C#
Python
PyQT
GSC
MEL
Slack
Shotgun
OneNote
Perforce
Pix Capture
PS4 Kit tools





CHARACTER

Creative Problem Solver
Consistently positive and easy to get along with
Eager to help team members
Self-motivated and organized
Proactive self-management
Clear and open communicator
Documents work well and creates tutorials
Ambitious learner
Perseverant work ethic


EXPERIENCE

2014 – PRESENT
TECHNICAL ARTIST – HIGH MOON STUDIOS
CALL OF DUTY: BLACK OPS 4, DESTINY 2 FORSAKEN, DESTINY 2, CALL OF DUTY: INFINITE WARFARE, CALL OF DUTY: BLACK OPS 3, CALL OF DUTY: ADVANCED WARFARE
Bridge communication between design, art, and animation
Create prototype gameplay objects with design and prepare them for artists
Create PBR Materials and shaders for effects and environment art
Monitor screen space EV values to maintain consistent color output
Audit FPS and find solutions to maintain a solid 16ms render time for 60+fps
Use umbra or other occlusion tools and techniques to optimize performance
Create terrain and vista objects using in house and world creator erosion tech
Rig, Model, animate, and add effects to gameplay objects
Script event setup using volumes, player proximity, view angle
Manage various shaders throughout for PBR/EV consistency (water, lights, etc)
Setup and manage post process systems (color grading, DOF, Fog, etc)
Light environments and characters using in house BRDF systems


2012 – 2014
3D ARTISTZINDAGI GAMES
BASEBALL SLAM , CRAZY KITCHEN, VARIOUS PROTOTYPES ON PS4
Help develop tools to manage when effects play based on gameplay
Implemented and documented Havok tools for more realistic simulations
Constraint and Havok physics applied to create complex destructibles
Create rigged animation and particle effects for character attacks
Create Particle Effects for gameplay and UI & UX elements
Shader and lighting setup for environment and UI & UX elements
Optimize and manage UI & UX performance and appearance
Create mockups and final designs for UI & UX


2008 – 2011
ENVIRONMENT ARTIST – PAPAYA GAMES
DISNEY’S TOY STORY MANIA, BEN 10 ALIEN FORCE: VILGAX ATTACKS, BEN 10 ALIEN FORCE: COSMIC DESTRUCTION, DISNEY’S CARTOON MATER’S TALL TALES, CARTOON NETWORK PUNCH TIME EXPLOSION, CARTOON NETWORK PUNCH TIME EXPLOSION XL
Model, texture, and light environment art and skybox/vista assets
Rig and animate environment asset animation
Rig and setup systems for various destructible environment assets
Create particle effect systems for environment art
Create atmospheric elements using cards and engine tricks
Manage note tracks on characters for initializing effects

EDUCATION
2004-2008
ART INSTITUTE OF CA: SAN DIEGO - BS GAME ART AND DESIGN
Graduated with Honors
Awarded Most Outstanding Game Art and Design Student Winter 2008