Last updated: * September ****, Brandon Phoenix, Page 1 of 2
BRANDON PHOENIX American Citizen
References available upon request.
Portfolio: www.brandonphoenixart.com
Email: **************@*****************.***
Phone: 1-802-***-****
Skills and Knowledge:
Skills:
Focus on all aspects of prop and environment asset creation including hard-surface modeling and organically
sculpted meshes, low-polygon modeling, unwrapping, texturing, and materials
Basic skills and competencies in almost all aspects and concepts of 3D art and animation
Creating detailed and realistic texture maps and shaders
UDK asset pipeline, lighting, shader networks, level creation
Agile/SCRUM production cycle and techniques
Experience with various VCS including Perforce, Git, Subversion, and Alienbrain
Flexibility with learning technologies, and competency at teaching them
Programs:
Maya: Intermediate skill level, in modeling, UV Editing, UDK: Intermediate skill level in material shading
Hypershade materials, lighting and rendering. networks, level building, and asset management.
Blender: Very advanced skill level in modeling, materials, Photoshop: Advanced skill level in texturing; intermediate
sculpting; intermediate knowledge in rigging, animating, level for painting and brushes.
rendering, and compositing.
Zbrush: Advanced skill level in layer-based and
3DS Max: Intermediate skill level in modeling, biped, subdivision sculpting.
skinning, and animation.
Work Experience:
3D Environment Artist Technical Artist/Character Artist
Hipoint Studios, Adera Project Emergent Media Center at Champlain College,
http://www.hitpointstudios.com/ Breakaway Project
June 2012 Present http://www.breakawaygame.com/play.php?lang=EN
May 2009 September 2010
Responsible for creating environment whiteboxes to match
concept art, high detail, high resolution sculpts of all Responsible for assisting in setting up a Maya and Flash-
architectural environment elements for static renders, creating based pipeline to integrate characters and environments in
shaders (Mia materials primarily), lighting, and rendering. realtime, under the constraints of our technical targets.
Also responsible for working with another artist to set up and Also responsible for creating the basemesh for all
maintain an efficient and sustainable 3D asset pipeline. characters, and responsible for creating final versions of 3
of the main characters.
Art Intern 3D Art Teacher
Funcom Canada, The Secret World The Sharon Academy, High-school level
http://www.thesecretworld.com/ July 2009 August 2009
May 2011 September 2011
Taught a class focused on proper high polygon to low
Responsible for creating environment props and textures, as polygon organic modeling and proper topology, baking
well as learning and documenting the engine in order to fix and texturing, using Blender 3D and the GIMP. Students
many art bugs relating to shading, collision, lighting, and ranged in age from 14-18, and had no or limited 3D
texture mapping. I worked tightly with not only the art team, experience. The class objective was a clean, low polygon
but other departments as well in order to create a fully model of a human head, with normal map information
polished product. baked from a sculpted high poly head.
Last updated: 2 September 2012, Brandon Phoenix, Page 2 of 2
3D Art Teacher 3D Artist
AVA Gallery, independent art gallery Miracorp, Information Services Industry
June 2009 July 2009 March 2008 August 2008
Taught a summer course in Game Art for 12-14 year-olds Served as the Sole 3D artist for an internal educational
using Blender 3D. Prior to the course, students had no demo to teach law-enforcement officers how to avoid
experience with 3D graphics. By the end of the course, the blood-borne pathogens when handling evidence.
students knew how to model, unwrap, texture, and create Responsibilities included accurate modeling of the interior
basic game logic. They walked away from the class with a of a police station office, all texturing, lighting, rendering,
working game prototype. and compositing.
Projects:
Art Director Artist
GeminiXIII Rosewood
September 2011-Current January 2010 March 2010
Responsible for managing art team personnel and targets, as Responsible for creating and rendering 3D assets for use
well as creating environment props and building levels in in a 2D, top-down horror brawler utilizing Flash.
UDK. Also responsible for building characters and designing
the aesthetic of the project. Lead Artist
The Flustered Bomb
Artist March 2010 May 2010
Ruin Runner
January 2011 May 2011 Responsible for leading an art team of 4. Small 2D Flash
game built from an overhead perspective. Player controls
Responsible for creating main character, environment assets, a disgruntled employee in the office. Responsibilities
props, and textures for an iOS adventure game utilizing UDK. included organization of the art team, as well as producing
and rendering props for background plates.
Education and Awards:
Champlain College, Burlington Vermont USA
Attained bachelors degree in Electronic Game Development with a focus in Art and Animation, class of 2012
Deans List, GPA 3.7, Innovation Scholar, Winner: Best Undergraduate Game Artist 2010
Officer, FIREHOSE club (For Improving and Recognizing Emergent Human Open Source Endeavors) 2008-
2010
Studied abroad in Montreal QC, Canada from September 2010-May 2011
Winning team, Judges Choice at Montreal Global Game Jam 2011. http://www.globalgamejam.org/2011/sumi-e