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BRANDEN BRUSHETT

3d & marketing art | art direction | outsourcing

I began my career in 2010 as a QA tester at Microsoft Game Studios working on Alan Wake and Gears of War 3 until I got my first break as an artist. Over the years I have worked as a 3D artist on multiple mobile games, a Marketing Artist on Minecraft and as an Art Director on both a PC and Mobile game called Blankos.

I enjoy creating stylized art and I particularly enjoy managing outsourced art assets to help other artists improve their work to create a polished final look for the game.

Game credits

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Software - Maya | Photoshop | Brush | Substance Painter | Unity | Arnold Renderer | Octane Renderer | Perforce | JIRA

Mythical Games

3D Artist | Art Director | Outsource Management

July 2020 - Present

Blankos Block Party

​Core focus: Sole owner of the Blanko character pipeline working with internal and external artists and brands to bring players the newest character skins to play in game.

  • Created and executed on a plan to create an entire years - worth of Party Pass seasonal content in a span of 6 months which included 18 themed characters, 36 character accessories and multiple environment props, textures, FX and animations.

  • Main point of contact for outsource management, providing initial theme and mood boards as well as providing continuous feedback and paint-overs to bring all 3d content to life, including final polish pass and setting up prefabs in Unity for use in game.

  • Created and iterated on 3d rendered concepts for Biz Dev on potential brand & artist collaborations including: Burberry, Deadmau5, Atari, The Marathon Clothing Company, TOHO (Godzilla), YG Ent, and multiple well known vinyl toy artists.

  • Hand painted hundreds of Character textures from internal concepts and also edited many others from external partners to meet our quality bar, then implemented them in game along with accessories.

  • Helped create and define how the “mash up” feature works in game, from initial PSD setup to using internal tools to determine the outcome of combining one character design with another to create a whole new design.

  • Pivoted from PC to Mobile and continued my role as Art Director for a brand new game using the same Blankos IP, updating the art style for a mobile audience and continuing to work with outsourced art assets.

Mojang Studios

3D Concept Artist

March 2019 - July 2020

Minecraft

Core focus: create promotional images for the Minecraft marketplace and for marketing at Xbox Game Studios

  • Create polished marketing images, key art, storyboards and assist in developing trailers for upcoming releases

  • Assist core art team with modeling, textures and animations

King Seattle

3D Artist

March 2015 - April 2019

Paradise Bay | iOS | Android

Core focus: created consistent stylized art for a massive resource management game which generated over $100M in lifetime gross bookings

 

  • Created all art assets for post launch feature “Build your own ship” which generated over $1M in revenue in its first year

  • Streamlined process to make multiple ships, using same geometry and only altering vertex color, resulting in quicker development and less memory footprint

  • Created islands, pet habitats, ships and decorations

  • Coordinated outsourcing of content to third party; developed art style guide, provided feedback and managed iterations

Rise of Tyrants (Unreleased)

Core focus: created all buildings and weapons for the main player land based off concept art and of my own design

 

  • Responsible for modeling every building with the goal of retaining a consistent stylized look throughout the game

  • Designed and implemented a guide for tech art to automate lightmaps for buildings

  • Worked with Design to build new campaign levels and developed “Candy Crush” inspired Saga Maps for story missions

 

 

Z2 Live


3D Artist
May 2013 - March 2015


MetalStorm: ACES | iOS | Android
 

Core focus: modeled and textured multiple aircraft for promotional sales post-launch for ACES as part of the Live team

 

  • Modeled aircraft using real world blueprints and specs

  • Created detailed textures with real world paneling and decals

  • Generated 2d and 3d art for App Store features, in game promotional banners and icons

 

Glu Mobile


Environment Artist
Feb. 2012 - July 2012


Gears & Guts | iOS | Android
 

  • Modeled the “Harbor” level with both day and night lighting

  • Used combination of hand painting and photo-sourced images to create textures

  • Polished outsourced vehicles and weapons

  • Created new vehicles with diffuse/normal/spec maps


 

Griptonite Games


Environment Artist
Nov. 2010 - May 2011


Shinobi 3DS | Nintendo 3DS
Penguins of Madagascar | Xbox | Playstation

  • Created a variety of environments and props for Shinobi

  • Hand painted tileable textures

  • Helped establish overall look of the game with Lead Artist

  • Created multiple destructible props for Penguins of Madagascar for the Xbox Kinect

 

 

Microsoft Game Studios


QA Tester
Feb. 2010 - Nov. 2010

 

Credited:


Gears of War 3  | Xbox

  • Worked with MGS & Epic team members to solve game breaking bugs and provided feedback to improve experience of online play

  • Communicated with other MGS testers and EPIC Games developers through Seapine Software's TestTrack Pro bug database

  • Logged 300+ bugs in TestTrack pro

  • Additional titles tested include Alan Wake, Crackdown 2 and Kinect Adventures

*Eligible to work in the United States and Canada as a dual citizen

 

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