
Hi, I’m Brianna, a professional Game Artist based in the United Kingdom.I have worked on projects of all kinds and sizes from super indie to AAA. I have significant experience in 2D Illustration, Animation and Concept Art - as well as adept knowledge in 3D Game Art for stylized and physics-based-rendering pipelines in Unity and Unreal Engine.My shipped titles include A44's Ashen, Weta Workshop’s Dr. Grordbort’s Invaders Invaders and Starcolt’s Best Friend Forever. Along with several unreleased titles like RiffRaff's Sleight of Hand.Beyond video games, I have a comprehensive understanding of rigging character models for real-time performance capture. To note, my work has been used by talent such as Ironmouse and has been featured on software developer Live2D's own educational resources. My illustration work can also be seen in the branding of the official Summer Game Fest and The Game Awards Partnered events.I am actively seeking new opportunities and would love to hear what you have planned next!
Over the course of my career I have cultivated a talent in developing conceptual designs for logos, merch, characters, environments, vehicles and props. From exploratory concepts to final in-engine renders, I am an expert at the whole process. This means I can optimize my work for any part of an internal pipeline and in a way that supports fellow artists, programmers or designers down the line.I can adapt to almost any art style or level of detail and have worked both with heavily-stylized and realistic art directions.Created in Adobe Photoshop and Maya.
What started as an experiment during development of Best Friend Forever, turned into a passion for discovery and innovation. Utilizing the Live2D Cubism SDK for Unity, I bridge the gap between static art and performance-ready characters.I create live-action performance capture ready rigs with dynamic physics for my clients, which are able to be used for games, films and live production.This process includes skills and techniques such as:- Rigging, skinning and deformer hierarchy management.
- Dynamic Systems, conditional physics, blend shapes and animation
- Optimized project files and model rigs.Throughout the development lifecycle with clients, I provide iterative test builds, address technical inquiries, and bridge knowledge gaps to reduce miscommunication. I make sure to communicate both to my client and model artist potential project risks or bottlenecks to ensure a successful delivery of assets.
A Wellington-based game studio with a mission to craft games that become new genres.During my time at RiffRaff I worked on an unannounced project and Sleight Of Hand. I created concepts, models and textures for both environments and characters. While working on the unannounced project, I was also responsible for art direction and documentation to bring cohesion to visual elements.View website hereDeveloped in Maya, Adobe Photoshop, Substance Painter, UE4
A New Zealand game studio that primarily focuses on developing simulation games of all types.During my time at Starcolt I worked on Best Friend Forever. It was the world’s first simulation game to combine pet care and dating (just not necessarily at the same time). Train, pat and play with your very own dog to form a bond that will last the ages. With your four-legged companion by your side, meet, woo and cherish the many cuties of Rainbow Bay’s thriving singles scene.I worked the sole artist of the project and was in charge of all art related assets. This includes, but not limited to concept art, environments, characters, graphic design, rigging and animation. I had full creative control and leadership.View website hereDeveloped in Maya, Adobe Photoshop, Adobe After Effects, Live2D and run in Unity.
Weta Workshop Game Studio and Magic Leap collaborated together to create a true AR experience. With magic of LuminOS planes and meshing API makes Dr. Grordbort’s Invaders fully interact with your world. Robots come through the walls, the floor — even from behind your couch. It was released in 2018 exclusively on the Magic Leap One.During development I worked as an Artist, creating props and environment art for the game. I modeled, baked, textured, rigged and animated a series of mechanical objects together with the team.View website hereDeveloped in Maya, Adobe Photoshop, Substance Painter and run in Unity.
A well respected studio producing high quality games from Wellington New Zealand, always with a unique twist.During my time at A44 I worked on Ashen, an action RPG about a wanderer in search of a place to call home. It was developed by A44 and published by Annapuna Interactive in 2018. It was featured as an Xbox exclusive during E3 2015 and E3 2017, and released on the Epic Games store.I mainly work as a 3D Environment Artist and Level Designer. As an artist I had created assets, set pieces, textures, dressed foliage, dressed environments and sculpted landscapes. As a level designer I had worked closely with designers to set layouts in environments, create clarity in previously created maps and construct set pieces.View website hereDeveloped in Maya, Photoshop, Substance Painter and run in Unreal Engine 4.