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Brian Miller
Brian Miller
Environment Artist / Game Developer
Amsterdam, Netherlands

Summary

Professional game developer with over 12 years of industry experience. I am primarily focused on environment art creation, texturing, shading and lighting. In addition to my core skills, I am also an avid Unity game developer with a wide range of experience and knowledge.

Skills

Shading3D ModelingLightingProp ModelingTexturingGame DesignGame DevelopmentShadersProduction DesignPBR TexturingPhysically Based Rendering

Software proficiency

Maya
Maya
Photoshop
Photoshop
Substance Painter
Substance Painter
Unreal Engine
Unreal Engine
Unity
Unity

Productions

  • Killzone shadow fall
    • Video Game
      Killzone: Shadow Fall
    • Year
      2013
    • Role
      Senior Environment Artist and Shader / Texture Specialist
    • Company
      Guerrilla Games
  • Killzone 3
    • Video Game
      Killzone 3
    • Year
      2011
    • Role
      Senior Environment Artist
    • Company
      Guerrilla Games
  • 520538 28405 front 11315407 o
    • Video Game
      Warhammer Online: Age of Reckoning
    • Year
      2008
    • Role
      Lead Environment Artist
    • Company
      Mythic Entertainment
  • 250px geistbox
    • Video Game
      Geist
    • Year
      2005
    • Role
      Environment Artist
    • Company
      n-Space

Experience

  • Senior Environment Artist and Shader / Texture Specialist at Guerrilla Games
    Amsterdam, Netherlands
    April 2011 - March 2016

    During the beginning of Killzone Shadowfall I took on the responsibility of creating many of the materials and shaders needed for the Environment Art teams. During this time I worked on a wide range of materials and other tasks ranging from environment textures, terrain, VFX and outsourcing. I helped to organize and execute these tasks to deliver AAA quality results on time for this PS4 launch title.

    After this project I worked on Horizon Zero Dawn continuing to develop shaders and materials in addition to world terrain creation. Here I became familiar with World Machine and worked a great deal with Substance Designer to deliver a large amount of the materials for the terrain and rocks for a large world filled with rich variety.

  • Senior Environment Artist at Guerrilla Games
    Amsterdam, Netherlands
    January 2010 - April 2011

    I was responsible for producing final environment art and coordinating small art teams for several levels of this PS3 title including DLC content post launch.

  • Lead Envrionment Artist at Mythic Entertainment
    Fairfax, United States of America
    August 2005 - December 2009

    I am responsible modeling, texturing, lighting, overseeing the production of all "man-made" environments for an upcoming MMO based in the Warhammer universe. I began the project in the early days of production as a regular environment artist eventually becoming the lead during February 2007.

  • Environment Artist at n-Space
    Orlando, United States of America
    April 2004 - August 2005

    I helped finish the production of the Nintendo FPS game called Geist. My work was primarily environment modeling, texturing and lighting.