devanbrowne.com • db@devanbrowne.com • (571) 329-9997
I make art to explore, to learn about the world, to understand objects, ideas, and people.
Digital artist with 4 years of professional game development experience. Graduate of Ringling College of Art + Design with accolades. Experience with hi-poly and low-poly production, realism and stylized visuals, hard-surface and organic modeling.
Paranoid Productions • Seattle, WA • 2015 - 2019
Modeled and textured buildings, props, animals and vehicles in a low-poly, hand-painted style, optimized for PC and mobile gaming
Researched historical sources to establish and reinforce the game’s signature setting and aesthetic
Sketched design concepts to ensure the highest quality of final assets
Illustrated 2D inventory icons and other UI elements
American Zoetrope • San Francisco, CA • 2014 - 2015
Honed in and finalized the desired tone of the project by working through several iterations of design documents, storyboards, and animatics
Using Unreal Blueprint, built exploratory game prototypes for adventuring by land and by boat
Sculpted hi-res and game-ready versions of the character Colonel Kurtz, based on the likeness of Marlon Brando
Designed, dressed and lit a large-scale navigable environment adapted from a scene in the movie
Modeled props and environments optimized for current-gen systems in a photo-realistic style
Co-edited final cinematic trailer. Presented updated cut to client once a week
BFA in Game Art and Design, 2015
Juried Exhibition Winner 2015
Most Outstanding Game Art Student 2013, 2014
3D Modeling: Autodesk Maya • Game Engines: Unreal Engine 4, Unity
Digital Sculpting: ZBrush, Sculptris • PBR Texturing: Quixel Suite, Substance Painter
Digital Painting: Adobe Photoshop & Illustrator, Krita
Other: Adobe Premiere, Perforce, MS Office/Google Docs, Renderman, Keyshot