Dustin Brown
Dustin Brown
Character Artist at Insomniac Games
Los Angeles, United States of America

About

Character Artist at Insomniac Games, most recently released Marvel's Spider-Man. Priorly at Sony VASG as an outsource Character Artist on Days Gone and Counterspy.

Productions

  • Daysgone
    • Video Game
      Days Gone
    • Year
      2019
    • Role
      Character Artist
    • Company
      Bend Studio (outsourced at VASG)
  • Spiderman
    • Video Game
      Marvel's Spider-Man
    • Year
      2018
    • Role
      Character Artist
    • Company
      Insomniac Games
  • Counterspy
    • Video Game
      CounterSpy
    • Year
      2014
    • Role
      Character Artist
    • Company
      Dynamighty (outsourced at VASG)

Experience

  • Character Artist at Insomniac Games
    Burbank, United States of America
    January 2017 - Present

    Achievements:

    • Created playable hero costumes for Spider-Man

    • Created key cast NPC characters

    • Authored a wide range of content, including hardsurface, cloth and organics

  • Character Artist at Sony Computer Entertainment America
    San Diego, United States of America
    April 2013 - January 2017

    Achievements:

    • Created high poly sculpts and models, primarily naturalistic heads and clothing items

    • Built in-game and cinematic character models

    • Authored texture maps for Physically Based Rendering pipelines

    • Sculpted and prepared print-ready comiquettes for 3D print fabrication

    • Authored production-ready 3D facial scan data for digital doubles: scan cleanup, remeshing, albedo diffuse map creation, and proxy pore map creation

    • Worked in production pipelines for Unreal Engine 4 and other modern in-house game engines developed by VASG’s clients

    • Documented character art pipeline for outsourcing

  • Character Artist at THQ
    San Diego, United States of America
    September 2011 - June 2012

    Achievements:

    • Retrofitted a roster of 150 playable fighters to employ the higher visual standards put in place for the next release of the IP, which included improved anatomical realism and stronger silhouettes

    • Updated fighter digital doubles to reflect any changes in fighter’s visual appearance since the previous game (tattoos, hair styles, trunks, etc.)

    • Provided support in creation of modular create-a-fighter system

    • Developed a suite of MaxScript art tools that increased efficiency within character art pipeline

    • Helped with R&D on muscle flex system and dynamic blood and sweat system

    • Tested game builds throughout production

    • Documented character art pipeline for outsourcing