Brent LaDue

Senior Lighting Artist at Rockstar Games
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San Diego Metropolitan Area

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Joe Mirabello

It takes a lot of energy to be up and knowledgable about all the latest technologies: who is building what, what kind of tools they've publicly shown, who the most inspiring developers are on the block, etc. I've found it was a lot easier just to ask Brent, because he's a amazing sponge for this sort of information! Additionally, he's a passionate artist, capable of hitting a ridiculous amount of different aspects of game development. From level building to zbrush sculpting to low-spec handheld game art, Brent is passionate about everything game-art related! He's also incredibly helpful: always willing to lend a hand, always ready to teach his colleagues some new tool or technique, and always committed to doing whatever it takes to make the best game possible. You'd be hard pressed to find an artist more passionate and driven than Brent!

Wallace Poulter

Brent started the same day as I at 38 Studios and despite his distressing habit of defeating me in table tennis, he established himself as a high quality talent and individual at the company. Brent would be an asset to any organization.

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Experience

    • United States
    • Computer Games
    • 700 & Above Employee
    • Senior Lighting Artist
      • Nov 2020 - Present
    • Real Estate
    • 1 - 100 Employee
    • Freelance 3D Artist
      • Mar 2014 - Present

      Assorted work for various clients including: Valve, Motiga, Nexon, Perfect World, Terrible Posture Games, Everything Unlimited, Torn Banner, ESL, Beyond the Summit, Game Devastation, Salix Games Contributions include character art and skinning, props, weapons, armors, environments, structures, world building, marketing assets, and high resolution character sculptures for 3d printing. Assorted work for various clients including: Valve, Motiga, Nexon, Perfect World, Terrible Posture Games, Everything Unlimited, Torn Banner, ESL, Beyond the Summit, Game Devastation, Salix Games Contributions include character art and skinning, props, weapons, armors, environments, structures, world building, marketing assets, and high resolution character sculptures for 3d printing.

    • United States
    • Entertainment Providers
    • 700 & Above Employee
    • Character Artist
      • Jun 2018 - Nov 2020

      - Responsible for concepting, modeling, texturing, fx, skinning, color variations, and troubleshooting an assortment of weapons, creatures, armors, and characters. - Collaborated with the rest of the character team to ensure consistent quality and theming across our assets. - Documented and shared knowledge for both internal and external tools and pipelines, hosted classes focused on teaching ZBrush, created numerous videos and pdf files for easy reference. Also created icons :) Show less

    • United Kingdom
    • Retail
    • 1 - 100 Employee
    • Workshop Artist
      • Dec 2012 - May 2018

      I created cosmetic items for Dota 2, ranging from a simple sword, to a complete armor set, creatures, wards, or couriers for players to equip and use. I created cosmetic items for Dota 2, ranging from a simple sword, to a complete armor set, creatures, wards, or couriers for players to equip and use.

    • Art Director
      • Feb 2016 - Feb 2017

      - Handled the art direction and exploration, quality control - 3D Modeling game, UI, and marketing assets - Assorted other tasks such as video editing, design collaberation, and scope mitigation. - Handled the art direction and exploration, quality control - 3D Modeling game, UI, and marketing assets - Assorted other tasks such as video editing, design collaberation, and scope mitigation.

    • United States
    • Computer Games
    • 1 - 100 Employee
    • Senior Environment Artist
      • Jun 2013 - Feb 2014

      I worked on the MMORPG 'WildStar'. - My contributions include a dungeon, story instance, housing environment pieces, a building kit, and some raid weapons among other things. - I helped greatly optimize a lot of the heavier assets for zones that were having performance issues. - I was also responsible for helping out the Structures & Dungeons team in any way I could in regards to modeling, workflows, and the like. I worked on the MMORPG 'WildStar'. - My contributions include a dungeon, story instance, housing environment pieces, a building kit, and some raid weapons among other things. - I helped greatly optimize a lot of the heavier assets for zones that were having performance issues. - I was also responsible for helping out the Structures & Dungeons team in any way I could in regards to modeling, workflows, and the like.

    • United States
    • Veterinary
    • Senior Environment Artist
      • Jul 2012 - May 2013

      I helped with environment art for the Syfy/Trion franchise Defiance. My responsibilities including helping plan out the San Francisco end-game area in scope, research, modeling, and any additional textures that were needed. I handled some of the more complex large scale POI models like the 101 Overpass and the Dark Matter base. Additionally, I created some characters for an unannounced project. I helped with environment art for the Syfy/Trion franchise Defiance. My responsibilities including helping plan out the San Francisco end-game area in scope, research, modeling, and any additional textures that were needed. I handled some of the more complex large scale POI models like the 101 Overpass and the Dark Matter base. Additionally, I created some characters for an unannounced project.

    • United States
    • Computer Games
    • 1 - 100 Employee
    • Environment Artist
      • Apr 2011 - May 2012

      Environment Artist on cancelled MMO codenamed 'Copernicus' Responsibilities included: - World Building: Terrain sculpting, painting, layout, set dressing, lighting, keeping things within a set budget - Asset Creation: hardsurface and organic objects, using a combination of Maya, Zbrush, and Topogun. Unwrapping and first-pass textures. Built and implemented LOD and collision - Optimization and tech assistance: Made levels ran smoothly - balancing polygon limits, draw calls, pixel instruction counts, and texture streaming budgets. Helped Implement and troubleshoot technology such as sub volumes, sun/fog/DoF/etc proxies and Time of Day systems into multiple zones - Worked directly with multiple teams and leads, used scrum to help manage time and complete goals, gave and received feedback and critique from multiple departments Show less

    • United States
    • Computer Games
    • 1 - 100 Employee
    • 3D Artist
      • Jul 2008 - Apr 2011

      Created environment and character art for "Guitar Hero", "Skylanders" games and several other titles. Sculpted, modeled, and textured next-gen quality characters Trained and mentored artists of all experience levels to use ZBrush, normal mapping, and retopology Helped review and optimize art pipelines to improve efficiency I was also able to demonstrate my versatility by helping out with concepting, UI Art, and motion graphics. Created environment and character art for "Guitar Hero", "Skylanders" games and several other titles. Sculpted, modeled, and textured next-gen quality characters Trained and mentored artists of all experience levels to use ZBrush, normal mapping, and retopology Helped review and optimize art pipelines to improve efficiency I was also able to demonstrate my versatility by helping out with concepting, UI Art, and motion graphics.

    • United States
    • Computer Games
    • 1 - 100 Employee
    • Environment Modeler
      • Feb 2008 - Jun 2008

      I was working part time on a project with High Voltage Software and Red Eye Studio doing Environment Art, and helping out with some Cinematic Art as well. I was working part time on a project with High Voltage Software and Red Eye Studio doing Environment Art, and helping out with some Cinematic Art as well.

    • United States
    • Software Development
    • 1 - 100 Employee
    • Art Intern
      • Apr 2007 - Jun 2007

      Internship position at GarageGames, 3d Modeling and Concept Art for unannounced title. Internship position at GarageGames, 3d Modeling and Concept Art for unannounced title.

Education

  • The Illinois Institute of Art-Schaumburg
    Bachelors of Fine Arts, Game Art & Design
    2004 - 2007

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