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Brian Watson
Brian Watson
3D Environment and Prop Artist
BURBANK, United States

Summary

I’ve been working as an Environment Artist for nearly 20 years. After initially working on visual effects for film (namely the critically acclaimed film Barney’s Great Adventure) I transitioned to games. Most recently, I have been freelancing between Inhance Digital and Flying Mollusk on various projects as well as creating a short 3D animated film called "Big Boom."

Prior to that, I was Lead Environment artist for Nevermind, a bio-feedback enhanced psychological horror game, developed by Flying Mollusk for traditional gaming platforms as well as VR. The surreal and grotesque nature of Nevermind was a perfect fit, as I love anything off-kilter.

In the past, I’ve worked at Spark Unlimited and Insomniac Games, where I contributed to the Lost Planet and Resistance franchises respectively.

Skills

Environment Design3D ModelingEnvironment ModelingTexturingPBR Texturing

Software proficiency

Unreal Engine
Unreal Engine
Unity
Unity
Maya
Maya
Substance 3D Painter
Substance 3D Painter
Substance B2M
Substance B2M
Adobe Substance 3D assets
Adobe Substance 3D assets
ZBrushCore
ZBrushCore
Photoshop
Photoshop
Premiere
Premiere
After Effects
After Effects

Reel

Productions

    • Video Game
      Nevermind
    • Year
      2016
    • Role
      Lead Artist
    • Company
      Flying Mollusk

Experience

  • Lead Artist at FLYING MOLLUSK
    GLENDALE, United States of America
    July 2014 - December 2015

    “In Nevermind, you are a Neuroprober – a unique physician who, through the use of cutting-edge technology, is able to venture into the minds of psychological trauma patients for whom traditional treatment methods have proven ineffective.



    As such, each “level” in Nevermind takes place within the surreal subconscious of one of these victims. Your goal is to explore the often dark and twisted world within, solving abstract puzzles as you recover fragments of memories (represented by photographs) surrounding the traumatic event.”

    I was Lead Environment Artist on Nevermind and for most the production, I was the only artist. Aside from some outsourced assets, some 2D art, and a few scenes and props in the last two levels, I was responsible for all the modeling, texturing and lighting for the entire game. Nevermind will run on PC, Mac, Xbox One, and the Oculus Rift.

    Working on Nevermind was a unique experience. Because of the nature of the environments, I could let my creativity and imagination go wild. It was a joyful challenge coming up with different ways for the environment to establish the mysterious narrative, as well as creep the player out. Many of the environments had multiple states, for example, the house in Client #251 has a “Normal” state, how it was in reality, and a “Dark” state, how the patient’s traumatic memory has distorted it.

    For more information on Nevermind, please visit

    http://nevermindgame.com/

    http://www.flyingmollusk.com/press/sheet.php?p=nevermind