Dustin Brown
Dustin Brown
Character & Creature Artist
Burbank, United States of America

Summary

I'm a multidisciplinary artist with a primary focus on Character Art. At my core, I am a visual artist, anatomy enthusiast, and craftsman. I have a passionate interest in continually expanding my understanding of anatomy, and pushing both the creative and technical aspects of my work.

I genuinely enjoy many forms of artistic expression - traditional and digital, stylized and naturalistic. Continual growth, both professional and personal, is an imperative for me.

Skills

Character ModelingCreature ModelingDigital SculptingHard Surface Modeling

Software proficiency

Substance Painter
Substance Painter
ZBrush
ZBrush
3ds Max
3ds Max
Maya
Maya
Marvelous Designer
Marvelous Designer
R3DS Wrap
R3DS Wrap
Knald
Knald
UVLayout
UVLayout
Marmoset Toolbag
Marmoset Toolbag
Keyshot
Keyshot
V-Ray
V-Ray
Photoshop
Photoshop
Illustrator
Illustrator

Productions

  • 4542
    • Video Game
      Marvel's Spider-Man
    • Year
      2018
    • Role
      Character Artist
    • Company
      Insomniac Games
  • 81snhwopzrl. ac sx430
    • Video Game
      Days Gone
    • Year
      2018
    • Role
      Character Artist
    • Company
      Bend Studio (outsourced at VASG)
  • Counterspy
    • Video Game
      CounterSpy
    • Year
      2014
    • Role
      Character Artist
    • Company
      Dynamighty (outsourced at VASG)
  • Ufc undisputed 3 cover
    • Video Game
      UFC Undisputed 4
    • Year
      2013
    • Role
      Character Artist
    • Company
      THQ San Diego

Experience

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

    Achievements:

    • TBA

  • 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