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Dennis Bruber
Dennis Bruber
Environment Art Director on Star Wars: The Old Republic
Cary, NC, United States

Summary

Dennis Bruber
DennisBruber@gmail.com

Principal Environment Artist
July 2023-Present
Broadsword Online Games
Star Wars: The Old Republic

Senior 3D Environment Artist
November 2021-July 2023
Bioware/Electronic Arts
Star Wars: The Old Republic

Senior 3D Environment Artist
April 2016 - November 2021
Imangi Studios
-Concept, modeling, and texturing environments for mobile endless runner game
-Build gray box and create prefabs and their definitions for in game tracks inside of Unity
-Plan out schedules for creations of maps and develop marketing material for featuring from Google and Apple
-For most of 2019, have been solely responsible for the reskins and creations of all maps and their marketing material for featuring on the app stores.

Character Artist
April 2013 - Present (Occasional Character freelance after April 2016)
Rooster Teeth Productions, Austin, Texas
-Modeling and texturing high res characters for an animated web series
-Collaborating with the concept artists and art director to ensure that the characters resemble our initial vision

3D Environment Artist
May 2010–April 2013
Junction Point Studios-Disney Interactive, Austin, Texas
-Creation of large scale environments from block out to polish, all while staying within system budgets
-Collaborating with the level designers to ensure a perfect union of game play and art
-Modeling of high and low resolution 3d objects while being mindful of form, shape, structure, and silhouette
-Applying uv maps and textures to a high quality standard
-Ownership of specific levels and responsible for management, review, setup, and implementation of assets created in-house and also externally by outsource studios.

3D Artist
July 2007–June 2008
Edge of Reality, Austin, Texas
-Creation of realtime characters while staying within system budgets
-Modeling of high and low resolution 3d objects based off of reference photos
-Applying uv maps and textures to high and low resolution models
-Setting up large scale environments for next-gen game engines
-Setting up destructibility, collision, pickup ability, havok, and special effect particles for
approximately 1300 game assets
-Assisting in the management, review, and setup of outsourced assets.

3D Artist
May 2005 –October 2005
Virtual Sciences, Virginia Beach, VA
-Modeling interior objects based on predetermined dimensions
-Modeling high resolution buildings based off of CAD plans
-Applying uv maps and textures to high resolution models
-Applying lights to help match up with preexisting photographs
-Compositing 3d renders into 2d photographs
-Communicating directly to clients to better understand their needs
-Assisting in organization, productivity, and support to Art Director

Software proficiency

ZBrush
ZBrush
Maya
Maya
3ds Max
3ds Max
Mudbox
Mudbox
Photoshop
Photoshop
Unreal Engine
Unreal Engine
Unity
Unity
Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
Substance B2M
Substance B2M
Quixel Suite
Quixel Suite
After Effects
After Effects
xNormal
xNormal
NDO
NDO
Premiere
Premiere
Jira
Jira
Hansoft
Hansoft
Marmoset Toolbag
Marmoset Toolbag
DDO
DDO
Perforce
Perforce