Bryan Johnston

Art Director / Magic Works / May 2018 – Present

  • Created all art on a 6 week indie project with just one other programmer. This included look/story development, characters, environments, props, animation, shaders, vfx, UI, post processing, lighting,  physics, and some lite C# scripting.
  • Created UI and art for a decentralised gaming platform.

CG Generalist / Full Spectrum Reality / Nov 2017 – May 2018

  • Created environments, characters, vfx, shaders, UI, animation, and lighting for a series of VR/AR demos.
  • Optimized assets to work on Qualcomm Snapdragon 835.

Lead Artist / GSN Games /  June 2015 – Oct 2017

  • Created in game and marketing assets for #1 solitaire app on iOS.
  • Worked with PM’s and designers to setup A/B tests for data driven art/UI design in an Agile development process.

3D Art Lead / GREE / March 2014 – May 2015

  • Collaborated with TechArt to define the art asset pipeline.
  • Created a variety of art assets including models, shaders, fx, and animations.
  • Oversaw a team of 3D artists and was an ingest manager of outsourced content.

CG Generalist (Freelance) / NimbleVR acquired by Oculus / Aug 2014 – Nov 2014

  • Created 3D environments, shaders, particle effects and interactive objects used with proprietary VR hand tracking technology.

Art Director / Redacted Studios / Nov 2012 – March 2014

  • Designed and modeled toys and products that communicate with mobile devices.
  • Helped establish vertical integration of production processes, this included making sure assets looked consistent between the game and physical toys.

Art Director / GREE / March 2012 – Nov 2012

  • In charge of Art Directing three simultaneous mobile games for MLB, NFL, and NBA.
  • Defined the look and style and managed all 3 projects, under tight deadlines.
  • Communicated with licensors to make sure art was consistent with the sports brand.

Art Director / Namco / January 2011 – March 2012

  • Pitched and managed the artistic development of several new internal I.P’s spanning many different styles and genres.
  • Worked closely with the game director to create visually rich presentations to help inform and communicate the direction of the game to NBGA and NBGI management; this included editing mood trailers (rip-o-matics), creating comics, story boards, animatics, concept images, style sheets, 3d animated visual mockups, and in game prototypes..
  • Created style guides to define the look and ensure consistency with the rest of the art team and outsourcing groups.
  • Managed schedules, JIRA tasking, and art related documentation and Confluence pages.
  • Researched and evaluated several game engines (Unity, Vision, Infernal, Evolution, and Unreal)
  • Worked with engineering and tech art to develop and test the art asset pipeline for new internal technology.

Lead Character Artist / Namco / June 2009 – Jan 2011

  • Oversaw the character art department across two sister studios (Studio Kaizen, NBGA).
  • Mentored new character artists.
  • Co-managed with the T.A.D. the processes and procedures related to the character art pipeline.
  • Created high-poly, low-poly, textures, and skinning for several characters.
  • Prototyped and created all final art assets for the real-time regenerative damage system used on the main player character.
  • Additional asset and creative support for visual effects, user interface, and marketing materials.

Lead Artist / Namco / March 2007 – June 2009

  • Helped develop and drive the vision of a unique look for the game Afro Samurai, and worked closely with engineering and art to maintain that look throughout the development process.
  • Communicated and established a working process with upper management and licensors on the visual development of the game. This ensured satisfaction and buy-in at an early stage, to help minimise late and costly changes.
  • Provided direction and feedback to outsourcing groups and helped determine deliverables and timelines.
  • Co-developed an underbody and parts system that ensured compatibility with our dynamic slicing technology and sped up the character creation process.
  • Created texturing techniques and Photoshop action scripts to speed up texture creation while improving quality and consistency.
  • Created several game and cinematic characters including the main player character.
  • Mentored junior artists and interns.
  • Created promotional images and videos for marketing.
  • Worked with ex dev producers to help improve the visual quality of external games.
  • Involved in milestone reviews, and created documents and mockups for feedback.
  • Supported titles include Soul Calibur V, Enslaved, Inversion, Dead to Rights Retribution

Senior Artist / Z-Axis (Activision) / June 2005 – March 2007

  • Created assets spanning the entire development pipeline from concept art to in game models.
  • Authored unique UE3 materials to achieve special character transformation effects.
  • Helped develop pipeline and procedure for a versatile high fidelity character customization system.

References available upon request