Patrick English



Experience Summary:
+10 years experience creating environments for AAA, VR and mobile games.
- Multiple shipped open-world titles gives me a unique sense for art resource management.
- Focused on Realistic, Pragmatic and Professional approach to Game Art Development. 
Game Industry Experience:

Art Director

April 2016 - Present
- Developing artwork for the immersive worlds of VR and AR.
- Art Lead and Mentorship on multiple AR/VR projects, both mobile and PC based. 
- Client Facing relations, outsourcing control, look target and visual prototype development.

Next Level Games

Metroid Prime: Federation Force - Nintendo
Janurary 2015 - November 2015
-Modeled and Textured entire game levels from concepts or greyblock to full completion.
-Actively consulting level designers and producers to develop unique gameplay concepts and experiences.
-Worked with Art Direction to complete assets that weren't previously conceptualized or greyblocked.
-Integration of 3DS Max assets into In-House game editor and providing level design support.

United Front Games

Sleeping Dogs - Square Enix
Tomb Raider - Crystal Dynamics
Little Big Planet Karting - Sony
February 2009 - September 2013
-Designed and built modular city structures to quickly assemble and iterate on large city environments.
-Worked closely with Art Direction to achieve art style for a gritty and realistic Hong Kong inspired world.
-Provided guidance to junior artists in maintaining the established world art standards during production.
-Fully realized key mission areas from 2D concept to final modeled, textured and set dressed locations.

EA Blackbox

Skate - Electronic Arts 
Skate 2 - Electronic Arts
October 2005 - January 2009
-Modeled and Textured entire game areas from 2D concepts or greyblock to fully textured completion.
-Consulting with level designers to develop unique gameplay moments and memorable visual elements.
-Taveled to iconic Canadian and US skate locations to capture texture and location art reference.
-Helped conceptualize new visual styles for version2 of "Skate" during pre-production development.
Film & VFX Industry Experience:

Rainmaker Entertainment Inc

Bob the Builder - Production Pitch
Barbie - Princess of Power
November 2013 - April 2014
-Modeled various art assets for "Bob the Builder - Production Pitch"
-Modeled various art assets for "Barbie - Princess of Power"

Think Tank Training Centre

Student Mentor
June 2011 - September 2011
-Mentoring VFX/Computer Animation students' demoreel productions. 
-Helping students to establish good production habits, modeling edgeflow and artistic standards to meet industry expectations.

C.O.R.E. Feature Animation

The Wild - Disney
October 2003 - September 2005
-Modeling and texturing environment art assets for Disney's "The Wild" fully animated feature film.
-Set dressing for "shots", various outdoor CG environments, including deep jungle sets and urban locales.
-Character finaling and digital fur management near the end of production.
Software Experience:
Maya, 3DS Max, Softimage, Solidworks, Perforce, Mudbox, Photoshop, Illustrator, Unity, Unreal, Shotgun, DevTrack, etc. 

International Academy of Design and Technology

Computer Animation
September 2001 - September 2002

George Brown College

Graphic Design & Desktop Publishing and Pre-Press
September 1999 - July 2001
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