Brad Shortt
Brad Shortt
Principal Character Artist
Bellevue, United States

Skills

Look DevelopmentRendering3D ModelingDigital SculptingFacial Rigging & Animation

Software proficiency

Maya
Maya
ZBrush
ZBrush
R3DS Wrap
R3DS Wrap
Unreal Engine
Unreal Engine
Substance 3D Painter
Substance 3D Painter
Mari
Mari
Substance 3D Designer
Substance 3D Designer
Metashape
Metashape
Marmoset Toolbag
Marmoset Toolbag
Marvelous Designer
Marvelous Designer
Knald
Knald

Experience

  • Principal Cinematic Character Artist at Firewalk Studios (Sony Interactive Entertainment)
    Bellevue, US
    May 2021 - November 2024

    My main responsibility for the project was to make the facial blendshapes for cinematics and the game. I also supported creative direction and team by helping establish and execute facial rendering and animation style.

    Duties include:

    -Work with Character art to maintain shape language and style for character faces

    -Work with tech art to establish shader tech for character faces

    -Prototype shader tech in Unreal to help aid in character performances

    -Support Cinematics team to maintain visually quality of characters

    -Help guide outsourcing cinematics team on character look

    -Work with cinematics Animation Director to ensure that faces could perform using PCAP data

    -Support Character team for technical setup ad look development

    -All around support the team for character related tasks

  • Senior Character Artist at 343 Industries
    Kirkland/Redmond, US
    April 2014 - May 2021

    I had an awesome time working with 343 on the Halo franchise. I was primarily responsible for the all the faces in the main sku of the franchise. The face work includes scanning, cleanup, sculpting, texturing and facial blendshapes and is done primarily for cinematics but I supported any in game facial animation human heads as well.

    My duties included:

    -Running and maintaining proprietary photogrammetry stage

    -Work with character lead and technical art lead to develop and integrate character facial pipeline using existing and new processes.

    -Develop high resolution facial models, neutral and expression based (for wrinkle maps).

    -Create texture maps for use with game shaders.

    -Support animation and cinematics by providing all facial blendshapes and sculpting additional ones as needed.

    -Work with outsourcing for character art, this includes providing mass out models and providing direction to help maintain art vision.

    -Provide additional 3d Character work, high res, low res textures and shader set up.

  • Character Artist at Microsoft IEB (Central Media)
    Redmond, US
    October 2011 - April 2014

    I worked for Central Media Art which supports internal and 1st party titles. I was responsible for art pipeline research, art pipeline development and integration, and look dev support.

    -----Game title support----

    - Scale Bound (Xbox One)

    - Quantum Break (Xbox One)

    - Adera (Windows)

    - Galactic Reign (Windows and WP8 Phone)

    - Killer Instinct (Xbox One)

    - D4 (Xbox One)

  • Character Atist at Activision (Central Art)
    Santa Monica, US
    September 2006 - September 2011

    Activision logo

    Character Artist

    Character Artist

    ActivisionActivision

    Sep 2006 - Sep 2011 · 5 yrs 1 moSep 2006 to Sep 2011 · 5 yrs 1 mo

    I worked in the Studio Central Art department. Duties include character art via satellite support as well as onsite support, research and development, pipeline implementation, and quality control.

    ---Game Titles include---

    -DJ Hero 2

    -Spiderman 3 the Game

    -True Crime: Hong Kong

    -Dj Hero

    -Guitar Hero:Van Halen

    -Spiderman :Web of Shadows

    -Marvel Ultimate Alliance 2

    -Call of Duty : World at War

    ---Other Experience---

    -Cinematic character look development for Highlander's Spyro's Adventure

    -Cinematic character development Prototype 2