Brian McSweeney
Schenectady, New York, United States
brianpmcsweeney@gmail.com Phone (415) 290-9484
linkedin.com/in/brian-mcsweeney-2680038
Brian McSweeney was a senior visual effects animator at Blizzard Entertainment, one of the world's leading video game developers and publishers. He has over 35 years of experience in creating stunning and immersive visual effects for feature films, television, and video games, using a variety of tools and techniques such as Maya, Unreal Engine, and Photoshop.
At Blizzard, he has worked on Diablo 4 and its upcoming expansion, producing cinematic and world visual effects that match the overall style and theme of the game. He has also contributed to the design and animation of the visual effects for a new class of monsters and bosses, enhancing their believability and appeal. Prior to Blizzard, he worked on several successful and diverse video game projects, such as Destiny 2, Crash Bandicoot, and Diablo 2 Remastered, as well as animated films, such as An American Tale and Land Before Time and many more. He is passionate about bringing stories and characters to life through visual effects, and constantly seeks to learn new skills and technologies to improve his craft.
Blizzard Entertainment
Jan 2022 - Jan 2024 (2 years 1 month)
I worked on Diablo 4 and then later on the upcoming Diablo 4 Expansion 1.
On Diablo 4 I did a lot of Cinematic work and "World" visual effects, which entailed the concept matching the overall style theme of the game and producing the finished animations. On the expansion, I had been working on the attack visual effects for a new class of monsters and bosses.
Vicarious Visions
Sep 2014 - Jan 2022 (7 years 5 months)
I worked on 2 Skylanders, Destiny 2, Crash Bandicoot, and Diablo 2 Remastered. All of these games were very different and each had their fun challenges. From the art styles and the relative type of animation that suited each. My role in each game was to fully develop the visual effects needed to aid the character's powers and to look really cool!
Toys For Bob
Jan 2013 - Jul 2014 (7 months)
I worked as part of the vfx team on Skylanders Trap Team. My work was mainly designing and animating the vfx for the game's characters, this was an extremely fun game to have worked upon as it included basic elemental attacks: fire, water, wind etc and a few completely wacky attacks such as a tomato gun and zucchini attacks, plus magical and mystical.
SANZARU
Aug 2010 - Dec 2012 (2 years 5 months)
As Senior Visual Effects Animator/Artist I am responsible for the majority of vfx in Sly Cooper, Thieves in Time. My responsibility is to establish the look and creation of nearly all of the vfx, the balance are created by tech artists whom I work with closely.
Bandai Namco Entertainment America Inc.
Jul 2010 - Sep 2010 (3 months)
This was a short 2 month contract where I helped the studio finish Splatterhouse. I was the sole vfx animator at the main studio and I helped create many character vfx.
Sega Studios San Francisco
Dec 2008 - Jul 2010 (1 year 8 months)
Game: Ironman 2. Consoles: Xbox 360, PS3
I was the sole vfx animator on this project, my responsibility were vast from character to props to environments. Besides using the Propriety vfx software, I had to hook up the vfx using the engine toolset, plus maya when needed. Typical vfx on this project would have been projectiles/explosions, traditional to futuristic and of course the aftermath of each kind of explosion. Also all of the environmental vfx were my responsibly to research and design.
Cryptic Studios
Sep 2008 - Dec 2008 (4 months)
Game: Champions Online. Consoles: Xbox 360, PC
I worked with 4 other animators on this project, my job entailed creating new and different superpower vfx for different characters.
Electronic Arts (EA)
Feb 2008 - Aug 2008 (7 months)
Game: Dead Space. Consoles: Xbox 360, PS3
I worked on environmental VFX for 2 levels which contained VFX such as fire, smoke, sparks, zero gravity, explosions and I was responsible for most of the UI in game which was handled through the VFX department.
Stormfront Studios
Jul 2005 - Dec 2007 (2 years 6 months)
Games: Eragon, The Spiderwick Chronicles. Consoles: Xbox 360, PS3
I was the sole Lead Particle VFX Animator/ Artist during these productions. I was responsible for all researching and developing the 'look' of what the FX for the game would be for both current generation and the new opportunities available with the next generation XBOX 360 console versions. Developing methods to create new styles and look for game. Some of the elements in the game that fall under the
FX System are everything from magic, smoke, fog, clouds, big hit, interact, menu and cinematic effects.
Electronic Arts (EA)
Feb 2003 - Jun 2005 (2 years 5 months)
worked on James Bond, Everything of Nothing, Tiger Woods 2005,2006, Lord of the Rings, The Third Age
Freelance
Jan 1986 - Jun 2004 (18 years 6 months)
2D FX Animator/3D FX Animator, Supervisor and Director Developing 2D/3D FX, effects, storyboards and designs.
Creating animation components and live-action direction for special effects scenes.
Ψ Projects Include: Space Jam (Warner Bros. Features - Los Angeles); Anastasia (Fox Feature
Animation; ; When the Wind Blows (Muricami Studios - London); Various CD ROMs (Seventh Level Los Angeles); TV Animation Series (Hyperion - Los Angeles)
3D FX Supervisor and FX Director for "Son of the Goddess" Live Action Movie (Ceeyes
Emerald FX Multimedia
Jan 1995 - Jan 2002 (7 years 1 month)
Building and managing multiple websites using Flash and traditional HTML. Shooting and editing videos for streaming over the web.
Rich Animation Studios
Dec 1994 - Jan 2002 (7 years 2 months)
Responsible for supervising up to 150 animators, evaluating and managing schedules, accessing technology options, identifying potential strategies, troubleshooting relating to traditional and computer animation designs, overseeing animation production, designing effects and props, and animating key scenes.
Ψ Feature Animation Projects include: Swan Princess I, II, III; The King and I; Scarecrow; Trumpet of the Swan; Revelation; and 15 Bible and Historic animation videos.
Turner Feature - Feature Film
Turner Feature (Hanna Barbera)
Mar 1994 - Jul 1995 (1 year 5 months) Worked on the Pagemaster
Hahn Film
Aug 1993 - Mar 1994 (8 months)
Worked on Astrix Goes to America. Berlin Studio
Supervisor of 2D FX animation for: Astrix Goes To America
Don Bluth Animation Studios
Jan 1986 - Jan 1993 (7 years 1 month)
2D FX Animator (Dublin, Ireland) 2D FX animator, special effects assistant animator, key character clean up and cel painter.
Feature Animation Projects include: An American Tail, The Land Before Time, All Dogs Go To Heaven, Rock A Doodle, Troll in Central Park and Thumbelina.
Graphic Design, Fine Art
1982 - 1984
C sharp Autodesk 3ds Max Popcorn Proprietary Software Digital Media Design Adobe
Photoshop Unreal Engine 4 Autodesk Maya Substance Designer After Effects