Keith Bruns - Naughty Dog: ICE Team (Modeling, Texturing, and Rigging)
Por um escritor misterioso
Last updated 27 outubro 2024
I worked at Naughty Dog from 2003-2006 on Mark Cerny's ICE Team. We were a secret team inside of Naughty Dog that was tasked with building the base PlayStation 3 engine for all of Sony's PlayStation 3 Launch Titles. As the team artist, I was responsible for all art related development tasks, as well as working with each studio to address their specific game art needs. This ranged from modeling techniques with advanced LOD creation, animation systems, materials/lighting, physics simulations and training all of the studios on the new tools and techniques. In the beginning there was somewhere between 13-16 studios we were working with, and I was the primary art contact between our team and each of the studios. None of these assets were used in a game, only for training and R&D purposes. I am unable to show a lot of the work and documentation due to the work being the property of the individual studios.
Animal ABC's, CREDITS Wiki
Byron Shire Echo – Issue 26.32 – 24/01/2012 by Echo Publications - Issuu
The Lake City reporter
Naughty Dog, LLC - Hitting the ice in style -- a huge thanks to Tony for sharing
ArtStation - CCP Games: EVE Online and World of Darkness Custom Facial Rig
Calaméo - Octane 217 July 26 05 21
keith bruns - Sr. Technical Artist - Studio Hermitage
node-markdown-spellcheck/data/en_AU.dic at master · lukeapage/node-markdown-spellcheck · GitHub
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keith bruns - Sr. Technical Artist - Studio Hermitage
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