Game Art Apprenticeship | UArtsy
Game Art Apprenticeship
Instructor:
Brett Briley
With individualized mentoring from Brett Briley, you will be able to sharpen your game art skills, create a standout portfolio of work, and fully prepare for a career as a professional game artist.


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What this course will teach you

During this 12 week apprenticeship, Brett Briley will guide you through everything you’ll need to know in order to create assets for games, including hi-poly and low-poly modeling, UVs, and textures, as well as how to get your assets into a game engine (Marmoset 2). You’ll not only learn how to create game-ready assets, you’ll also learn how to build a stronger, more impressive portfolio and how to better market your artwork to help you land your dream job.

The 5 most important lessons:

  1. How to model both high and low resolution assets for a game production pipeline.
  2. Understand how to rapidly create beautiful game assets using advanced modeling and texturing techniques.
  3. Increase your overall proficiency for creation and development for video games.
  4. Efficiently texture and uv game assets for game production.
  5. Properly presently your work and develop a professional portfolio.
Course Outline
Project 1 : Basics of High Poly Modeling in 3Ds Max
Learning the basics of 3Ds Max modeling, and how to approach hi-poly modeling projects.
22 Lectures | 2 Assignments
Assignment
Pre Class Assignment: Create a Reference Sheet With 10 Different Props
Lecture 1
Live Session May 30th 2015
Lecture 2  11:30
Introduction
Lecture 3  04:11
3Ds Max Menu Overview Part 1
Lecture 4  03:50
3Ds Max Menu Overview Part 2
Lecture 5  05:40
3Ds Max Menu Overview Part 3
Lecture 6  06:47
3Ds Max Menu Overview Part 4
Lecture 7  04:50
Manipulating 3D Primitives
Lecture 8  04:41
Snapping, Duplicating, and Grouping
Lecture 9  06:20
Instancing and Materials Part 1
Lecture 10  06:58
Materials Part 2
Lecture 11  06:11
Materials Part 3
Lecture 12  08:00
Primitives With Modifiers
Lecture 13  05:54
Modeling With Turbo Smooth
Lecture 14  06:02
Inserting Edge Loops
Lecture 15  07:08
Edit Vertices
Lecture 16  07:08
Edit Edges
Lecture 17  06:58
Edit Polygons
Lecture 18  06:58
Making Cuts
Lecture 19  06:13
Extruding Options
Lecture 20  08:17
How to Export Your High Poly Model Part 1
Lecture 21  06:54
How to Export Your High Poly Model Part 2
Lecture 22  48:29
Prop Sheet Assignments
Assignment
Assignment #1: Create a High Poly Prop Model
Project 2 : Basics of Low-Poly Modeling and UVs
Review of low-poly model and UVs from Week 2. Tips and feedback on low-poly modeling techniques. How to texture your model. Creating texture maps (Diffuse/Normals/Specular). How to get started using Marmoset 2 realtime rendering.
30 Lectures | 1 Assignment
Lecture 1
Live Session June 6th 2015
Lecture 2  07:41
Introduction
Lecture 3  06:47
Reducing and Creating a Spring/Screw
Lecture 4  04:37
Floating Geometry Details
Lecture 5  05:26
Using FFD Modifier
Lecture 6  05:17
Cable Detailing and Edge Flow
Lecture 7  05:55
Modeling with Symmetry
Lecture 8  06:13
Modeling the Mirror Frame
Lecture 9  05:19
Path Deform
Lecture 10  08:12
Lamp Critique
Lecture 11  13:20
Lantern Critique
Lecture 12  07:20
Class Critique Part 1
Lecture 13  06:17
Class Critique Part 2
Lecture 14  05:04
Class Critique Part 3
Lecture 15  05:59
Class Critique Part 4
Lecture 16  05:26
Reducing the Violin
Lecture 17  05:14
Creating String Alpha Card
Lecture 18  05:31
Creating Low Res Violin Part 1
Lecture 19  06:16
Creating Low Res Violin Part 2
Lecture 20  09:32
Creating Low Res Violin Part 3
Lecture 21  03:45
Creating Low Res Violin Part 4
Lecture 22  04:12
Creating Low Res Violin Part 5
Lecture 23  05:32
Setting Up For UVing
Lecture 24  06:55
Seperating UV Islands
Lecture 25  05:54
Packing UVs
Lecture 26  05:44
Stitching The Handle
Lecture 27  06:04
Rethinking the UVs
Lecture 28  08:10
Strategically Placing Seams
Lecture 29  06:43
UV Window Overview
Lecture 30  11:01
Q&A
Assignment
Assignment #2: Create the Low Poly Model and UVs
Project 3 : Texturing Basics
Review of hi-poly model created in week 1. Tips and feedback on hi-poly techniques. How to create a low-poly model. Learning topology and UVs.
29 Lectures | 1 Assignment
Lecture 1
Live Session 061315
Lecture 2  06:04
Introduction
Lecture 3  05:56
Reducing The Wheelbarrow Part 1
Lecture 4  07:59
Reducing The Wheelbarrow Part 2
Lecture 5  10:00
Reducing The Wheelbarrow Part 3
Lecture 6  07:45
Reducing The Wheelbarrow Part 4
Lecture 7  06:42
Reducing the Kitchen Mixer Part 1
Lecture 8  05:43
Reducing the Kitchen Mixer Part 2
Lecture 9  06:09
Reducing the Kitchen Mixer Part 3
Lecture 10  05:55
Reducing the Lamp
Lecture 11  05:15
Reducing the Stove
Lecture 12  03:41
Stacking UVs
Lecture 13  05:25
Reducing the Postbox
Lecture 14  11:14
Postbox UVs
Lecture 15  06:24
Setting Up For Baking In Xnormals
Lecture 16  05:34
Baking Out Normal and AO Maps
Lecture 17  06:27
Class Critique
Lecture 18  05:06
Baking Maps in 3Ds Max
Lecture 19  07:21
Importing to Marmoset Toolbag 2
Lecture 20  07:41
HDR Lighting and Texture Maps
Lecture 21  05:51
Tranbsparency and Render Settings
Lecture 22  06:07
Texturing Part 1
Lecture 23  06:51
Texturing Part 2
Lecture 24  05:56
Applying AO and Normal Maps in Marmoset
Lecture 25  06:29
Casting the Diving Helmet
Lecture 26  06:24
Importing the Diving Helmet to Marmoset
Lecture 27  06:00
Reducing the Suitcase
Lecture 28  06:44
Homework Discussion
Lecture 29  09:02
Specualr Maps and Generating a Color Pass
Assignment
Assignment #3: Create the Necessary Texture Maps, Render Your Prop, and Create a New Prop Sheet
Project 4 : Finishing your First Game Model
Review of adjusted low-poly model and render. Finalizing the presentation of your first game model. Further tips and tricks for texturing and rendering in-game models.
30 Lectures | 1 Assignment
Lecture 1
LIVE Class June 20th 2015
Lecture 2  07:34
Reducing the Lantern Part 1
Lecture 3  04:51
Reducing the Lantern Part 2
Lecture 4  05:27
Bringing the Lantern Into Marmoset
Lecture 5  06:04
Brightening Edges
Lecture 6  05:42
Adding Wear and Patina
Lecture 7  09:34
Adding Depth to The Specular Map
Lecture 8  06:59
Edge Flow Demonstration
Lecture 9  06:21
Reducing the Postbox
Lecture 10  06:27
Adding More Contrast to the Postbox Diffuse
Lecture 11  08:19
Creating More Visual Interest in the Postbox Textures Part 1
Lecture 12  06:36
Creating More Visual Interest in the Postbox Textures Part 2
Lecture 13  05:28
Adding More Color Variation to the Postbox Specular
Lecture 14  06:43
Getting Surface Detail Normals With Crazy Bump
Lecture 15  07:44
Reducing the Robot Eye Part 1
Lecture 16  06:09
Reducing the Robot Eye Part 2
Lecture 17  06:21
Uving the Robot Eye And Baking Normal Maps
Lecture 18  05:47
Checking the New Eye in Marmoset
Lecture 19  09:54
Reducing the Robot and Sword
Lecture 20  06:58
Reducing the Radio
Lecture 21  06:59
Checking the Radio in Marmoset
Lecture 22  06:14
Adding Contrast to the Radio Textures
Lecture 23  05:40
Adding Depth to the Low Res Radio Part 1
Lecture 24  05:51
Adding Depth to the Low Res Radio Part 2
Lecture 25  03:54
Playing With the Radio's Specular
Lecture 26  05:55
Assessing the Violin in Marmoset
Lecture 27  06:35
Reducing the Wall Clock
Lecture 28  04:44
Reviewing the Wheelbarrow
Lecture 29  09:01
Reducing the Camera
Lecture 30  04:41
Organization Discussion
Assignment
Assignment #4: Create a New High Poly Prop
Project 5 : Creating Better High-Poly Models
Review of low-poly model, UVs, and textures from Week 5. Techniques for better in-game asset creation. Getting more comfortable with the technology.
24 Lectures | 1 Assignment
Lecture 1
Live Session June 28th 2015
Lecture 2  06:50
Presenting Models for Class Part 1
Lecture 3  06:48
Presenting Models for Class Part 2
Lecture 4  08:16
Reviewing the Pay Phone Part 1
Lecture 5  06:48
Reviewing the Pay Phone Part 2
Lecture 6  08:40
Fixing the Alarm
Lecture 7  05:08
Edge Control with Turbo Smooth
Lecture 8  07:28
Reveiwing the Bicycle
Lecture 9  07:54
Rounding the Toolbox Edges
Lecture 10  10:54
Adding a Metal Seam to the Extinguisher
Lecture 11  07:30
Removing Unnecessary Edges on the Lamp
Lecture 12  08:05
Deleting Duplicate Geo on the Cannon
Lecture 13  08:19
Reviewing the Gas Pump
Lecture 14  07:30
Exporting High Res Headphones to ZBrush
Lecture 15  05:49
Importing the Headphones to ZBrush
Lecture 16  06:21
Using Photo Referance in ZBrush
Lecture 17  05:56
Sculpting Headphone Detail in ZBrush
Lecture 18  06:27
Decimating and Exporting From ZBrush
Lecture 19  04:20
Displaying Wireframe Over the ZBrush Sculpt
Lecture 20  15:24
Using Material IDs for Baking in 3Ds Max
Lecture 21  10:38
Reveiwing the TV
Lecture 22  05:33
Reveiwing the Lantern
Lecture 23  09:36
Rebuilding the Lantern Arms
Lecture 24  06:13
Wrap Up
Assignment
Assignment #5: Create your Low Res, UVs, and Textures of Prop 2 and Create a New Prop Sheet
Project 6 : Increasing Your Hi-Poly Modeling Speed
Review of new hi-poly model from Week 4. Developing your eye and technical knowledge. Improving the speed of your modeling techniques.
23 Lectures | 1 Assignment
Lecture 1
Live Session July 11th 2015
Lecture 2  05:56
Introduction
Lecture 3  08:31
Reducing the Tower Fan Part 1
Lecture 4  08:30
Reducing the Tower Fan Part 2
Lecture 5  06:33
UVing The Tower Fan Part 1
Lecture 6  08:30
UVing The Tower Fan Part 2
Lecture 7  08:23
UVing The Tower Fan Part 3
Lecture 8  07:35
UVing The Tower Fan Part 4
Lecture 9  04:59
Packing UVs and Exporting for Casting
Lecture 10  14:51
Casting Normal and AO
Lecture 11  07:58
Comparing Tower Fans in Marmoset
Lecture 12  11:29
Using Alpha Cards for the Fan Cage
Lecture 13  04:10
Reducing the Fan
Lecture 14  07:31
Checking the Fan in Marmoset
Lecture 15  08:53
Reveiwing the Barber Chair
Lecture 16  07:53
Reviewing the Rifle
Lecture 17  09:20
Reducing the Tuba
Lecture 18  09:31
Checking the Tuba in Marmoset and Reducing the Oil Can
Lecture 19  06:24
Quick Test UV Trick
Lecture 20  06:07
Q&A Session
Lecture 21  09:56
Reviewing the Record Player
Lecture 22  05:28
Reducing the Record Player
Lecture 23  04:58
Checking the Record Player in Marmoset
Assignment
Assignment #6: Finish Your 2nd Prop and Begin your 3rd High Poly Prop
Project 7 : Leveling Up Your Game Model Production
Review of your hi-poly model from week 6, and pushing your your modelling skills further.
26 Lectures | 1 Assignment
Lecture 1
Live Session July 18th 2015
Lecture 2  03:02
Introduction
Lecture 3  05:59
Using Floating Geometry on the Case Part 1
Lecture 4  06:09
Using Floating Geometry on the Case Part 2
Lecture 5  08:08
Using Floating Geometry on the Case Part 3
Lecture 6  07:07
Setting Up Reference Image With No Stretching
Lecture 7  08:20
Reviewing the Typewriter
Lecture 8  06:29
Splitting the Mask into Multiple Pieces
Lecture 9  04:54
Edge Control on the Mask
Lecture 10  09:09
Creating Stitching on the Mask
Lecture 11  06:07
Reviewing the Gas Mask
Lecture 12  06:26
Controling Edge Flow on the Gas Mask
Lecture 13  06:32
Reducing the Gas Mask
Lecture 14  11:17
Reshaping the Gas Mask
Lecture 15  12:16
Reviewing the Grinder
Lecture 16  06:12
Reviewing the Rickshaw Part 1
Lecture 17  06:18
Reviewing the Rickshaw Part 2
Lecture 18  09:36
Reviewing the Rickshaw Part 3
Lecture 19  06:22
Reviewing the Bow Part 1
Lecture 20  06:23
Reviewing the Bow Part 2
Lecture 21  06:47
Reviewing the Barber's Chair Part 1
Lecture 22  05:54
Reviewing the Barber's Chair Part 2
Lecture 23  09:18
Submitting Models for Art Tests and Reviewing the Axe
Lecture 24  08:13
Reducing the Camera Part 1
Lecture 25  06:27
Reducing the Camera Part 2
Lecture 26  05:26
Outro
Assignment
Assignment #7: Refine your High Poly, UV it, Bake Maps, and Assemble it in Marmoset
Project 8 : Increasing Over All Efficiency
Review of low-poly model, textures and UV's from week 7. Personalized tips for developing your low-poly workflow.
29 Lectures | 1 Assignment
Lecture 1
Live Session 072515
Lecture 2  01:38
Introduction
Lecture 3  06:45
Modifying and Optomizing Topology On The Chair
Lecture 4  10:24
Optomizing Topology On The Coffee Grinder Part 1 (Yann)
Lecture 5  07:49
Optomizing Topology On The Coffee Grinder Part 2 (Yann)
Lecture 6  06:04
Creating A Stronger Silhouette On The Coffee Grinder(Yann)
Lecture 7  06:34
Texture Review On the Coffee Grinder(Yann)
Lecture 8  12:24
Modifying and Optomizing Topology On The Bike
Lecture 9  06:37
Cleaning Up Stiching On The Rollerblades
Lecture 10  07:43
Modifying and Optomizing Topology On The Rollerblades Part 1
Lecture 11  07:21
Modifying and Optomizing Topology On The Rollerblades Part 2
Lecture 12  04:02
Shadow Casting On The Rollerblades
Lecture 13  05:56
Texture Adjustments On The Rollerblades
Lecture 14  07:21
Revewing Space Helmet
Lecture 15  04:24
Adjusting Uv's and Topology On The Space Helmet
Lecture 16  03:29
Modifying and Optomizing Topology On The Grinder(Leslie)
Lecture 17  09:05
Adjusting Uv's and Texture Maps On The Grinder(Leslie)
Lecture 18  09:48
Using Syles To Adjust Texture On The Grinder(Leslie)
Lecture 19  10:47
Adjusting Texture On The Grinder(Leslie)
Lecture 20  07:48
Texturing For Marmoset Part 1
Lecture 21  08:37
Texturing For Marmoset Part 2
Lecture 22  07:07
Reviewing Barber Chair Part 1
Lecture 23  06:30
Reviewing Barber Chair Part 2
Lecture 24  04:06
Reviewing Texture On The Grinder(Jerermy)
Lecture 25  10:06
Adjusting Uv's and Topology On The Grinder(Jerermy)
Lecture 26  03:29
Revewing The Typewriter
Lecture 27  10:17
Revewing The Super 8 Cam
Lecture 28  05:03
Reviewing Car
Lecture 29  02:37
Outro
Assignment
Assignment #8:Finish Your Fourth High Poly Prop
Project 9 : Getting More Comfortable With the Software
Review of hi-poly model from Week 8. Tips for refining your hi-poly modelling techniques.
28 Lectures
Lecture 1
Live Session 080115
Lecture 2  01:36
Introduction
Lecture 3  14:09
Reviewing the Tambourine
Lecture 4  10:03
Reviewing The Gernade
Lecture 5  09:42
Working With Floaters On The Lantern Part 1
Lecture 6  07:51
Working With Floaters On The Lantern Part 2
Lecture 7  05:45
Reviewing The Arcade Cabinet
Lecture 8  09:40
Making Stiching On The Hat
Lecture 9  06:04
Adjusting Topology On The Hat
Lecture 10  05:32
Reviewing The Telephone
Lecture 11  09:20
Adjusting Topology On The Face Scuplture
Lecture 12  04:40
Highlighting The Silhouette On The Face Scuplture
Lecture 13  07:32
Reviewing The Camera(Laurence)
Lecture 14  06:31
Adjusting Topology On The Lamp
Lecture 15  07:52
Working With Image Planes and Cameras
Lecture 16  03:35
Maintaining Edge Orientation
Lecture 17  09:43
Optimizing Geometry On The Camera Part 1
Lecture 18  09:13
Optimizing Geometry On The Camera Part 2
Lecture 19  09:56
Adjusting Uv's and Geometry On Camera Part 1
Lecture 20  11:14
Adjusting Uv's and Geometry On Camera Part 2
Lecture 21  14:06
Adjusting Uv's and Geometry On Camera Part 3
Lecture 22  09:26
Adjusting Uv's and Geometry On Camera Part 4
Lecture 23  12:58
Final Adjustments of UVing and Modifying The Camera
Lecture 24  04:35
Exporting Maps In Xnormals
Lecture 25  05:54
Comparing Maps In Marmoset Part 1
Lecture 26  07:54
Comparing Maps In Marmoset Part 2
Lecture 27  07:35
Q&A and Outro
Lecture 28
Assignment #9: Make your Low Poly, UVs, and Textures for Prop Four
Project 10 : Properly Presenting Your Work
Review of low-poly model, UVs, and textures. Tips for improving the realtime rendering of your low-poly model. How to hone the feel of your portfolio. Finding the best layout for your portfolio pages.
29 Lectures | 1 Assignment
Lecture 1
Live Session 080815
Lecture 2  10:46
Reviewing The Scooter
Lecture 3  08:28
Working With Separated Geometry
Lecture 4  03:38
Reviewing Uv's Of The Scooter
Lecture 5  04:26
Reviewing The Scooter In Marmoset
Lecture 6  08:03
Adjusting The Topology Of The Scooter
Lecture 7  06:12
Reviewing Topology Of The Chainsaw
Lecture 8  02:11
Reviewing The Chainsaw In Maramoset
Lecture 9  04:47
Cleaning And Editing Maps in Photoshop
Lecture 10  09:04
Editing Diffuse and UV Maps Part 1
Lecture 11  06:23
Editing Diffuse and UV Maps Part 2
Lecture 12  05:35
Editing Diffuse and UV Maps Part 3
Lecture 13  07:12
Modifying Topology Of The Stapler Part 1
Lecture 14  08:49
Modifying Topology Of The Stapler Part 2
Lecture 15  06:47
Modifying Topology Of The Stapler Part 3
Lecture 16  10:17
Cleaning AO and Normal Maps Of The Stapler
Lecture 17  06:17
Texturing Techniques Part 1
Lecture 18  08:28
Texturing Techniques Part 2
Lecture 19  06:05
Texturing Techniques Part 3
Lecture 20  04:17
Reviewing UV's On The Stapler
Lecture 21  05:27
Final Touch Up and Review Of The Stapler Part 1
Lecture 22  05:29
Final Touch Up and Review Of The Stapler Part 2
Lecture 23  06:05
Reviewing The Skull
Lecture 24  06:53
Adjusting The Skull In Zbrush P1
Lecture 25  05:48
Adjusting The Skull In Zbrush P2
Lecture 26  04:46
Working With Image Planes and Cameras In Zbrush
Lecture 27  06:47
Creating Low Res Geometry For The Skull In 3Ds Max
Lecture 28  05:32
Creating Low Res Geometry For The Skull In Zbrush
Lecture 29  09:30
Outro and Presentation Setup
Assignment
Assignment #10: Presenting Your Work
Project 11 : Cleaning Up Your Portfolio
Review portfolio layout pages. Personalized tips and recommendations for your portfolio.
24 Lectures | 1 Assignment
Lecture 1  01:18
Introduction
Lecture 2  06:08
Materials in Marmoset and Setting Up In Zbrush
Lecture 3  07:06
Presentation Examples
Lecture 4  08:29
Presentation Techniques In Marmoset Part 1
Lecture 5  08:38
Presentation Techniques In Marmoset Part 2
Lecture 6  07:31
Presentation Techniques and Troubleshooting In 3DsMax Part 1
Lecture 7  09:12
Presentation Techniques and Troubleshooting In 3DsMax Part 2
Lecture 8  12:17
Creating Presentation Sheets
Lecture 9  11:06
Reviewing The Lamp
Lecture 10  08:56
Reviewing Camera Presentaiton Sheet
Lecture 11  02:15
Reviewing Leather Punch Presentaiton Sheet
Lecture 12  07:19
Presentaiton and Portfolio Examples Part 1
Lecture 13  05:44
Presentaiton and Portfolio Examples Part 2
Lecture 14  05:49
Presentaiton and Portfolio Examples Part 3
Lecture 15  08:46
Presentaiton and Portfolio Examples Part 4
Lecture 16  05:24
Working With Materials In Zbrush
Lecture 17  06:32
Working With Spotlight and Polypainting In Zbrush Part 1
Lecture 18  06:21
Working With Spotlight and Polypainting In Zbrush Part 2
Lecture 19  06:25
Working With Spotlight and Polypainting In Zbrush Part 3
Lecture 20  07:57
Creating Uv's in Zbrush
Lecture 21  08:29
Using Xnormals Part 1
Lecture 22  05:17
Using Xnormals Part 2
Lecture 23  11:44
Outro And Q&A
Assignment
Assignment #11: Create A Prop Of Your Choice
Lecture 24
Live Session 081515
Project 12 : Final Evaluation
Final portfolio review. Final tips and industry insight for finding work.
23 Lectures
Lecture 1  02:49
Introduction
Lecture 2  08:00
Copper Horse Presentation Sheet Review Part 1
Lecture 3  12:43
Copper Horse Presentation Sheet Review Part 2
Lecture 4  07:43
Oil Lamp Presentation Sheet Review Part 1
Lecture 5  08:38
Oil Lamp Presentation Sheet Review Part 2
Lecture 6  09:15
Vespa Presentation Review Part 1
Lecture 7  05:15
Vespa Presentation Review Part 2
Lecture 8  11:11
Portfolio Review(Leslie)
Lecture 9  09:27
Vespa Presentation Review Continued
Lecture 10  09:17
Old Telephone Presentation Sheet Review Part 1
Lecture 11  11:45
Old Telephone Presentation Sheet Review Part 2
Lecture 12  05:53
Sousaphone Presenation Sheet Review
Lecture 13  09:47
Portfolio Review and Resources
Lecture 14  04:51
Sousaphone Presenation Sheet Review Continued
Lecture 15  06:34
Violin Presentation Sheet Review
Lecture 16  07:44
Victorian Lamp Presenation Sheet Review
Lecture 17  06:23
Camera Presentation Sheet Review
Lecture 18  09:01
Deer Head, Rollerskates and Wheelbarrow Presentation Sheets Review
Lecture 19  12:19
Oil Drum Presentation Sheet Review
Lecture 20  06:24
Barber Chair Presentation Sheet Review
Lecture 21  15:14
Candelabrum Model Review
Lecture 22  07:10
Outro And Q&A
Lecture 23
Live Session 082215
Benefits

The 6 most important lessons

How to sculpt hi-poly models and create fast clean topology for your portfolio.
How to create low-poly game models and in-game assets for everything from mobile apps to current gen console games.
How to properly create and optimize UVs to get the highest quality texture maps.
How to texture a game model and create normals, diffuse maps, specular maps, and more to finalize your creation.
How to utilize the game engine to tweak and push the most from your textures.
Plus how to take all the assets you have created, and create a professional portfolio that will help you land a job.
Student Projects
WIP
by Deb Christie 1 year ago
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About the instructor

Brett Briley began his career in CG as a merchandise artist at Disney, but has worked in the videogame industry since 1999, for studios including Red Storm Entertainment, iRock Interactive, Sony Online Entertainment, Nerve Software, Liquid Development and Ensemble Studios, eventually becoming senior character artist at id Software. He has worked on a long list of titles, including Planetside, Rage, Doom 3 and 4, Halo Wars, Oblivion, Dungeons and Dragons Online and Neverwinter Nights 2. Now freelance, his clients include Reel FX and Playful, while he has taught at The Art Institute of Dallas, TAD and now UArtsy. http://www.bbriley.com/