Resume
brianpowered@gmail.com
Lead Concept Artist for Story Games Jun 2024 - July 2024
Working on exploring the visdev for environment, characters, VFX, and UI.
Consultant for game mechanics, art direction, game direction, and more.
Animator for Nu Challenger Games Feb - April 2024
Doing rough animations for a vertical slice of the game. Setting both combat feel and movement. Pitched game mechanics & light redesign tweaks.
Associate Art Director for Wonderstorm’s 'The Dragon Prince: Xadia.' Jun 2022 - Dec 2023
Responsible for overseeing the in-game assets and their production. Working closely with the narrative team to make sure that everything fit in the pre-existing established world of Xadia. Constantly communicating with the VFX and 3D leads to make sure everything was doable and within scope.
Supervisor for outsourcing, concept artists, contract workers, vfx assets, environments, operator poses, visdev, and cosmetics pipeline/production.
Helped bring the team together to be more collaborative and communicative. Met regularly with other team’s leads to learn as much as I could to help identify potential problems in the pipeline, and facilitate handoffs of assets.
Mentoring and supporting the growth of artists and team members whether they were within the team or contract workers with on job training or via one on ones.
Art Director, Lead Animator, Lead Concept and VFX Artist for 'Being & Becoming.' April 2020 - June 2022
Responsible for animation, concept design, visdev, and character design. Supervisor and responsible for animators, vfx artist, and contract workers.
Animation Lead, responsible for animating, animation quality control, and overseeing team management.
Background supervisor, directing visdev for backgrounds, and quality control.
VFX supervisor, directing and providing concepts for the procedural and programmatic vfx in game.
Contact me for password.
Art Director for 'One Hand Clapping.' Aug 2019 - Feb 2020
Responsible for updating the student demo to a professional level. Responsible for concept design, visdev, character design, props, and vfx design. Supervisor and responsible for the animators, vfx artist, and contract workers.
Working closely and delegating work with the team, animator and vfx artist to bring the world to life and making sure to meet project deadlines and milestones.
2D animator, Concept artist, Creature Design, VFX Artist for 'Death's Gambit: Afterlife' Jan - Aug 2019
Worked with the ‘Death’s Gambit’ team again to help polish and produce additional enemies and bosses for their DLC.
Prop Designer for Snapchat’s Bitmojis Feb - April 2018
Worked in the ‘Bitmoji’ project pipeline to design clear assets for the 3D modelers.
2D Animator, and concept designer for ‘Gestalt: Steam and Cinder"‘ 2017 - 2019
Punched up animations for a main playable character animation rework and update for an early version of Gestalt: Steam & Cinder.
Freelance tie down animator for Lab Zero's Indivisible 2017 - 2019
Worked in the animation pipeline cleaning up rough animations to hand to the polish team.
2D Animator, Concept Artist, Creature Design, VFX Artist, & Illustrator for 'Death's Gambit' 2015 - 2018
Worked closely with the project founders to further designs, make exciting/terrifying animations, and create the correct atmosphere that fits in a Dark Souls inspired 2D metroidvania style video game. For the project I worked closely with the project leads to further push ideas and concepts, or design an enemy entirely. My main role was animator and concept design. I would concept out the attack based off of a description, then if approved, animate the character, props, and vfx.
I mostly did bosses and notable enemies. Taught myself Esoteric Spine for the giant screen sized enemies.
Contact
If you have any questions or inquiries, please feel free to contact me via email and we can talk in more detail. Thanks!
Email
brianpowered@gmail.com