Resume | Bradford Smith | Senior 3D Artist

I am Senior 3D Artist with over 11 years of AAA game development and 3D instructional experience. I’m a principally-driven generalist and consistently focused on quality, innovation, workflow, and leadership.

Specialties: Texturing and Materials; Procedural Textures; Digital Sculpting and Modeling; Lighting and Compositing; Photography, Digital Imaging and HDRI

Professional Experience

Senior Texture & Shader Artist

Naughty DogNov 2010 > Present (4+ years)

Accomplishments and Contributions include:

  • Streamlined the texturing and material workflow through the research, development and maintenance of a studio wide Substance Designer Pipeline
  • Streamlined outsourcing pipeline through workflow and package standardization as well as Substance Designer integration
  • Automated internal and external Substance Designer pipeline maintenance through the development of Substance related Python scripts
  • Technical Reference acquisition and processing for multiple departments
    • Color correct environment texture reference
    • Color correct, fully polarized skin tone and cloth diffuse / specular reference
    • HDR, IBL, and relative EV reference

Regular Responsibilities include:

  • Produce high quality and extremely efficient procedural texture assets
  • Hand sculpt and paint high quality texture assets
  • Modeling, digital sculpting, re-topology, and baking
  • Communicate with outsourcing vendors and review outsourced assets
  • Modular asset design and construction

Senior Lead Environment Artist

Electronic Arts – TiburonJun 2004 > Nov 2010 (6.5 years)

While my position and responsibilities grew over time at Electronic Arts, I was always principally focused on improving art quality and streamlining workflow. Main objectives were focused around the environment art pipeline and environment assets, but my influence was broad and often focused on lighting, cameras, and presentation. During my final years with the company I held the Senior Lead Environment Artist position inside of a centralized, studio-level group of artists and programmers.

Accomplishments across multiple games include:

  • Improved Quality and Workflow through research, development, documentation, and mentoring
  • >Regularly Developed Artist Training for new workflows, software, and technical concepts
  • Set Standards and Best Practices across multiple titles and platforms through prototyping and visual targets
  • >Helped Improve Tools and Streamline Workflow through collaboration with central technology groups and game teams
  • Improved Outsourcing Pipeline through planning, documentation, training and review
  • Worked alongside workflow analysts to improve process and inform tool development
  • Aided in Schedule Development and Management through planning and estimation
  • Art production: Modeling, texturing, shading and lighting of in-game and pre-rendered assets and environments
  • Camera animation pipeline research and development; produced key-framed and procedural camera animation
Other positions held while at Electronic Arts – Tiburon:
Senior Lead Texture Artist
Senior Texture Artist
Lead Texture Artist
Lighter
Texture Artist

Professional Teaching Experience

Course Instructor

Otis College of Art and DesignNov 2010 > Present (4+ years)

Developed and taught the following elective classes:

Next-Gen Object and Prop Creation

Students are taught 3D production workflows and techniques while creating a 3D prop or still life. Topics cover modeling, sculpting, baking, texturing, PBR (light and surface response), post production and presentation. Artistic principles and technical concepts are explored through the use of custom Maya V-Ray shader networks.

3D Environment Production

Students are taught 3D environment production workflows while creating a small scale 3D environment. Topics cover design, planning, modeling, sculpting, texturing, lighting, rendering, materials, and post production.

Beginner / Intermediate ZBrush Topics

Various multi-disciplinary ZBrush workflows and techniques are covered, ranging from beginner to intermediate.

Expertise

Procedural Texturing
95%

Materials & Surfacing
90%

Digital Sculpting
90%

Modeling & Baking
90%

Lighting
80%

Photography & Digital Imaging
75%

Panoramic & HDR Photography
75%

Software

Substance Designer
95%

Substance Painter
35%

ZBrush
90%

Photoshop
90%

Maya
85%

Lightroom
80%

PTGui Pro
75%

Unreal Engine
35%

Technical

ZBrush Z-Script
85%

Python
75%

QT Creator
50%

Batch Script
50%