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Bradd McBrearty
Bradd McBrearty
3D Artist / Animator
Los Angeles, United States of America

Summary

Respected senior 3D animator/artist, experienced driving production pipeline progress and leading cross-functional internal and external teams. Guide and mentor who develops talent and enhances teams’ skills by delivering clear concepts, feedback, and expectations. Leader and innovator, directing creative and technical projects by combining a polymath approach and robust design aesthetics to create leading-edge content, raise quality standards, and improve development workflows.

Skills

3D Animation3D Modeling3D VisualizationFacial Rigging & AnimationRiggingGame DesignGame DevelopmentCharacter AnimationScientific AnimationTeam ManagementProject Management

Software proficiency

3ds Max
3ds Max
Maya
Maya
Photoshop
Photoshop
Substance Painter
Substance Painter
Unreal Engine
Unreal Engine
ZBrush
ZBrush
Unity
Unity
xNormal
xNormal

Productions

  • Enchanted tales cover portrait
    • Mobile Game
      Disney Enchanted Tales
    • Year
      2016
    • Role
      Animation Director, Character Animator, Technical Artist
    • Company
      Disney Consumer Products and Interactive
  • Hidden worlds logo portrait
    • Mobile Game
      Disney Hidden Worlds
    • Year
      2013
    • Role
      Flash Animator, 2D Artist
    • Company
      Disney Consumer Products and Interactive
  • Gom cover portrait
    • Mobile Game
      Disney Ghosts of Mistwood
    • Year
      2011
    • Role
      3D Artist, 3D Animator
    • Company
      Disney Consumer Products and Interactive
  • Conspiracy logo portrait
    • Video Game
      Conspiracy
    • Year
      2011
    • Role
      Senior 3D Artist, Level Designer
    • Company
      Jet Set Games
  • Highborn logo portrait
    • Video Game
      Highborn
    • Year
      2010
    • Role
      Lead 3D Artist
    • Company
      Jet Set Games

Experience

  • 3D Artist/Animator, Outsource Management at Disney Consumer Products and Interactive
    Solana Beach, CA, United States of America
    January 2013 - July 2017

    Direct the creative and technical processes to motivate and guide in-house and external teams of artists, animators and modelers through the production pipeline, sustaining creative vision, stylistic and character fidelity and animation quality while driving project velocity to meet deadlines. Ensured the quality and consistency of external team production by streamlining the rigging process and creating flexible base rigs. Mentored character designers, 2D artists, and 3D artists to deliver artwork that translates clearly to 3D, maximizes fidelity, and utilizes current best practices and technology.

    Key Contributions & Achievements:

    ▪ Delivered 200+ minutes of animation and 60+ characters and custom rigs that recreate famous Disney characters and scenes for interactivity, all approved by Walt Disney Animation Studios partners.

    ▪ Increased production velocity 60% with no increase in resources by optimizing the animation production pipeline.

    ▪ Adapted the content production pipeline to accommodate baked lighting with no impact on quality or style.

    ▪ Introduced new pipeline tools to overcome in-game object clarity and asset file size challenges, reducing worst-offending files by 85% without sacrificing visual fidelity.

    ▪ Developed rendering techniques for combining pre-rendered 3D assets with Vector Based characters to create content aligned with Ghosts of Mistwood game world aesthetic and theme.

    ▪ Took ownership of the inherited Hidden Worlds production pipeline, and overcame documentation gaps to expedite production ramp-up.

  • Adjunct Professor at The Art Institute of California - San Diego
    San Diego, CA, United States of America
    January 2014 - July 2015

    Taught practical and theory courses to instruct students in the fundamentals of creating materials and lighting for 3D environments, including Autodesk Maya curriculum and 20+ hours of video tutorial instruction in 3D lighting and environment creation.

  • Lead 3D Artist at Jet Set Games
    Las Vegas, NV, United States of America
    September 2010 - December 2012

    Designed complete 3D environments for multiple game titles, leading projects from concept through engine implementation on PC, PS3, iOS, Android and other platforms. Partnered with executive, creative and concept teams to produce styles spanning hand-painted fantasy to photo-realistic Science Fiction. Drove game development progress by collaborating with technical artists and programmers to build in-house game engines, rapid prototypes and innovative content creation tools.

    Key Contributions & Achievements:

    ▪ Modeled, textured, rigged and animated character models for iPad and Steam versions of the critically acclaimed title, Highborn.

    ▪ Designed, modeled, textured and lit all environments, NPC’s and props for the PlayStation Home title Conspiracy and six content packs.

    ▪ Bridged the gap between iOS and console game visuals by prototyping proofs of concept for two unreleased Electronic Arts projects.

  • 3D Artist at Contract/Freelance Projects
    San Diego, CA, United States of America
    February 2008 - August 2010

    Produced a wide range of 3D and digital content for diverse media channels, including video games and digital marketing media. Collaborated with creative, business, and other professional teams to conceive, plan, and execute high-quality videos, animations, and models for client projects. Drove revenue growth by creating and producing high-quality media and interactive experience critical to securing capital, winning new business, and increasing web traffic.

    Key Contributions & Achievements:

    ▪ Produced the fly-through videos and animations that secured $250k+ in venture capital for BCV Architects, and recreated 20 city blocks of architectural models from CAD files and blueprints in 3DS Max.

    ▪ Drove a 300% traffic increase to 14 Golden Era Productions websites by designing and producing virtual tours, architectural scenes, scene assets, and 3D interactive user interfaces (UI).

    ▪ Produced the proof of concept demo for a Digital Mercs title based on the movie Death Race for presentation to Valve and Epic at GDC 2010.

    ▪ Improved the quality of Digital Mercs’ in-game assets by creating complex real-time material shaders.

    ▪ Generated $200k+ in income by creating and delivering the Skullcandy interactive media experience for the 2010 Van’s Warped Tour, including building a traveling digital studio.