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Devan Browne
Devan Browne
Game Designer, 3D Artist
Washington, DC, United States

Summary

Digital artist and game designer with 6 years of professional game development experience. Graduate of Ringling College of Art + Design. Experience with hi-poly and low-poly production, realism and stylized visuals, hard-surface and organic modeling.

Skills

Digital Painting3D ModelingDigital SculptingEnvironment ModelingHard Surface ModelingTexturingGame DesignVideo EditingUX DesignPBR TexturingTexture Baking

Software proficiency

Illustrator
Illustrator
Maya
Maya
Photoshop
Photoshop
Sculptris
Sculptris
Substance 3D Painter
Substance 3D Painter
Unreal Engine
Unreal Engine
ZBrush
ZBrush
Unity
Unity
Quixel Suite
Quixel Suite
Premiere
Premiere
Substance B2M
Substance B2M
Figma
Figma

Productions

    • Video Game
      The Church in the Darkness
    • Year
      2019
    • Role
      3D Artist
    • Company
      Paranoid Productions

Experience

  • Level Designer at Shifty-Eye Studios
    Calgary, Canada
    January 2020 - January 2021

    Wrote pitches and design documents, drew “paper map” designs to communicate and sell the intended scope of the level

    Built and iterated block-out levels to refine the layout, pacing, challenge, and storytelling of the level

    Designed puzzles and unique challenges to exploit existing core game mechanics

    Implemented basic level functionality using in-engine tools

    Dressed levels with props and final art assets as they became available

  • 3D Artist at Paranoid Productions
    Seattle, United States of America
    May 2015 - August 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

    Sketched design concepts to ensure the highest quality of final assets

    Illustrated 2D inventory icons and other UI elements

  • Pre-Production Designer and Artist at American Zoetrope
    Sarasota, FL, United States of America
    July 2014 - May 2015

    Pre-pro design for planned video game adaptation of "Apocalypse Now"

    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