Branden Craghead
Branden Craghead
3D Character Artist with a Technical Art Background
Salt Lake City, United States

About

3D character artist with a technical art background

Skills

3D ModelingCharacter ModelingDigital SculptingHard Surface ModelingRetopologyOrganic ModelingPBR TexturingHand Painted TexturingUnreal Blueprints3DUnity Shadergraph

Software proficiency

Maya
Maya
ZBrush
ZBrush
Substance 3D Painter
Substance 3D Painter
Houdini
Houdini
Photoshop
Photoshop
Marmoset Toolbag
Marmoset Toolbag
Unreal Engine
Unreal Engine
Unity
Unity
xNormal
xNormal
SpeedTree
SpeedTree
MotionBuilder
MotionBuilder
RizomUV
RizomUV
After Effects
After Effects
Premiere
Premiere

Experience

  • Principle Character Artist at Blackfield Entertainment
    US
    January 2020 - Present

    Created 35+ painterly characters and variants to identically match the hand drawn esthetic.

    Hand painted texturing on all characters, weapons, and props.

    Designed a system to allow Flow Maps to work on animated watery characters.

    Built custom shaders and materials for flipbook style animation of textures on characters.

    Created and iterated a custom water shader for obstacles, projectiles and damaging attacks.

    Modeled & textured a variety of environmental assets, buildings, weapons, watery hazards.

    Built all assets with rigging/animation in mind, collaborated constantly with those teams.

    Participated in playtesting and provided feedback to designers.

    Thrived within a remote team, communicating across several states in the U.S.

  • Adjunct Assistant Professor at University of Utah
    Salt Lake City, US
    August 2023 - Present

    Teaching part time Intro to 3D Game Art to 38-40 students. I absolutely love teaching game dev, this has been such an incredible experience to help train the next generation of game developers.

  • Vehicle/Hard Surface Artist on "Chaos-Kart" at Baka Bros. Entertainment
    Salt Lake City, UT
    May 2020 - February 2021

    Created stylized racing go-karts with geometry for squash & stretch animation.

    Textured stylized vehicles with stylized Unreal PBR pipeline.

    Communicated with a creatively remote team.

  • Character Artist/Technical Artist on “WE WENT BACK” at Dead Thread Games
    Salt Lake City, UT
    September 2019 - July 2020

    Indie game with 120,000 downloads in first release month on steampowered.com

    Created realistic human and alien creatures:

    ZBrush > Maya > Substance > Unreal workflow.

    Textured characters using packed texture methods for Unreal PBR workflow.

    Designed and created alien creature combining knowledge of anatomy & muscle structure.

    Started iterative model to rig workflow, collaborated with rigging artist & animator regularly.

    Unreal particle VFX & Houdini fire R&D.

  • Vehicle & Environment Hard Surface Artist at Collins Aerospace
    Salt Lake City, UT
    April 2018 - May 2020

    Created military vehicles, tanks, planes, ships, and buildings for pilot flight simulators.

    Created PBR textures, tileable textures, & trim sheets.

    Built complex LOD optimization structures by manually reducing poly count in models.

    Built modular asset kits and textures for wide use.

    Wrote documentation on animation retargeting processes.

    Implemented an intern on-boarding system to ease transition of new interns.

    Initiated office wide upgrade from Maya 2016 to 2019 for current features.

    Tested a new custom FBX exporting system, co-wrote documentation.

  • Character Artist for “Mechromancy” at FE Labs
    Salt Lake City, UT, United States of America
    January 2019 - May 2019

    Modeled and textured mechanically accurate hero character

    Each joint was piston driven, requiring model to be built on correct pivots to be animated properly

    Animated the Robotic character

    Featured on ABC4 News for innovative Alternative Control Game at University of Utah gaming event

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