Brian Gans' Portfolio
About
Technical Artist / Generalist in the San Diego Area





Education
Bachelor of Science with Honors in Game Art & Design from The Art Institute of California, San Diego, 2007
Credits Employment
  • Intrepid Studios
    • 6 / 2020 - 2 / 2026
      Senior, Lead, Principal Tech Artist
  • Sony Interactive Entertainment
    • 3 / 2018 - 5 / 2020
      3D, Tech Artist
  • The Bartlet Jones Supernatural Detective Agency
    • 7 / 2013 - 2 / 2018
      Technical Artist
  • Sony Computer Entertainment America
    • 8 / 2009 - 7 / 2013
      3D, Tech Artist
  • Paleo Entertainment
    • 10 / 2007 - 7 / 2009
      Art Director
  • PromoVentures, Inc.
    • 4 / 2006 - 10 / 2007
      3D, Photoshop, Flash Artist
Programs
  • 3DS Max
  • Adobe After Effects
  • Adobe Animate
  • Adobe Photoshop
  • Git
  • Maya
  • Perforce
  • Renderdoc
  • Substance Painter
  • Tortoise SVN
  • Unity
  • Unreal Engine 5
Industry Projects
Ashes of Creation (PC) Principal Technical Artist
  • Pioneered and implemented solutions to unique, multifaceted challenges that arose from the nature of developing a spectacularly ambitious MMO.
  • During years in the Lead role, managed a team of up to 7 tech artists and helped guide their efforts towards achieving the directors' vision, as well as fostering individual career advancement.
  • Maintained the continuous generation of distant hierarchical level of detail meshes.
  • Authored numerous tools to enhance the productivity of others across multiple departments.




System Shock (PC) Additional Art
  • Converted particle effects from Unreal 4's deprecated Cascade format to Niagara.


The Last of Us Part I (PS5) Additional Environment Artist
  • Created physicalized interactable environment objects to add life to some levels.
  • Simulated rigid body physics in Maya for a baked animation to be used in environment assets.


The Last of Us Part II (PS4) Technical Artist
  • Simulated hair and cloth physics in Maya for a baked animation to be used in environment assets.
  • Simulated fungus breaking elements for jump scare events where enemies would emerge from walls.


Death Stranding (PS4) Environment Artist
  • Addressed feedback requests from Kojima Productions on environment art assets.
  • Used Substance Painter to create believable rust and weathering details.
  • Used Photoshop actions to quickly check textures for PBR accuracy.
  • Created LODs for assets.
  • Did extensive work on the WW1 scene assets.




Unannounced Unreal Engine 4 Title Technical Artist
  • Created all particle and material effects.
  • Integrated intro cinematic anims with Unreal Engine 4's Sequencer.




Drawn to Death (PS4) Technical Artist
  • Extensive and broad use of Unity, including profiling performance and debugging rendering on PS4.
  • Worked with programmers to create tools for quickly integrating character costumes.
  • Coded custom shaders with geometry manipulation, stylistic expression of lightmaps, decals, grid UV animation, etc.
  • Worked with artists to discover optimal asset creation workflow.
  • Created character and weapon rigs.
  • Designed the level "Mt. Killmore".
  • Created almost all particle effects.
  • Created a workflow for warping wide angle live-action camera footage to suit the texture mapping of spherical geometry to make a video environment.
  • Created many level-based gameplay "gags", and almost all of the tutorial level interactivity via a Unity plugin called Play Maker.
The below video shows the live-action footage as it appears in game, followed by the tutorial level, and then a match on the level that I designed, Mt. Killmore.





PlayStation All-Stars Battle Royale (PS3) VFX Artist
  • Worked with level designers and referenced original games to re-create effects in the correct style.
  • Adapted to unique particle effect creation workflow in the Bluepoint Engine.
Created particle effects for the levels shown below.

Stowaways
Dojo
Franzea
Invasion
Dreamscape
San Francisco
Paris
Columbia

Sorcery (PS3) UI Artist / Programming
  • Assembled inventory UI and main menu with supplied graphics in Adobe Flash (now Adobe Animate) using ActionScript.
  • Displayed dynamically structured images of items in a grid layout.
  • Handled controller input for inventory selection.
  • Worked with lead programmer to create functions in ActionScript that communicated with UnrealEngine 3 via ScaleForm.





PlayStation Home (PS3) 3D Artist / Programming
  • Integrated furniture items and character clothing items into in-game store.
  • Created thumbnail images, collision, and entered supplied localized text to database.
  • Polished outsource art to ensure items fell within memory and polygon budgets.
  • Programmed complex behaviors into some items with Lua Script, including networking and player camera control.
  • Created particle effects with code driven parameters.
  • Created diverse UV scrolling effects using UV layouts on geometry and / or texture grid animation.
  • Created furniture items from scratch, some pictured below.





Personal Projects
Unreal Engine 4 - Ramp Maker
  • Tool for connecting walls to floors with a curved ramp. Procedural mesh generated with collision, manipulated with spline controls and an array of "ramp points".




Unreal Engine 4 - Particle Effects




Unreal Engine 4 - Custom Vehicle Suspension
  • My own take on vehicle suspension instead of using Unreal's built-in vehicle.




Unreal Engine 4 - Project Spline on to Terrain as Procedural Mesh Road
  • Procedural mesh road creates below path of a spline. The mesh has an elevation parameter to lift the geometry and avoid clipping through the terrain.
Road geometry conforms to terrain. Procedural road blueprint.



Unreal Engine 4 - Triplanar Grid Material
  • Used dot product operations to create a triplanar mask for a grid generated from world coordinates.
Triplanar grid material. Graph for triplanar grid material.



Unreal Engine 4 - Recover Decal Capability After Disabling Pre-Pass
  • Teams working with Unreal Engine 4 may sacrifice decal functionality in order to disable the pre-pass and increase performance. This is a way to restore decals without having to re-enable the pre-pass. Static mesh is a cube with inward normals, material has depth test disabled. This will work with instanced static meshes with some edits.
Multiple decals on terrain Decal blueprint


Unity Mobile Game
  • Created in Unity using C# programming and the Android SDK.


Link to Glomp on Google Play


Paintings, Acrylic on Canvas




Engagement / Wedding Rings