Brian McSweeney - Visual Effects Artist
Scenectady NY 12305
brianpmcsweeney@gmail.com
http://www.brianmcsweeney.com
Legal Status: Dual Citizenship, Irish and American Passport.
Objective: To work in a creative, inspiring and positive environment utilizing my 2D VFX/ 3D animation experience, modeling and design.
SUMMARY OF QUALIFICATIONS - 12 Years and 11 Titles Computer/Video Games Visual effects animation experience - 27 Years 2D VFX effects animation experience - 27 Years graphic design experience - 10 Years animation/live action special effects supervision - 13 Years 3D VFX Design/Modeling/Animation - Character and Prop Design - Key Character clean-up and Cel Painting - Web development and design
- Maya
- 3DMax
- Substance Designer
- Alias Wavefront
- Power Animator (prehistoric)
- Dreamweaver
- Premiere
- Illustrator
- Photoshop
- After Effects
- Poser
- Animo
Blizzard Entertainment
Senior VFX Artist/Animator. Jan 2022 – Mar 2024
Diablo 4 : Launch and Expansion 1: Vessel of Hatred
- 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.
Vicarous Visions Inc. Sept 2014 – Jan 2022
Senior VFX Artist/Animator
Skylanders : Super Chargers and Imaginators, Destiny 2: Warmind, Crash Bandicoo: Insane Trilog and Diablo 2 Ressurected
- 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 believability and to look really cool!
Toys For Bob. Jan 2013 – July 2014
VFX Artist/Animator
Skylanders : Trap Team
-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 Games Inc. Sept 2010 – Nov 2012
Lead VFX Artist/Animator
Sly Cooper : Thieves in Time
- I was the sole VFX animator on this project, my responsibility were vast from characters 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 boss fights all done in a 2D cartoon style to match the style of the game.
- Created new techniques to make 2D textures be able to be manipulated by 3D software.
- All of the environmental VFX were my responsibility to research and design.
(Studio in process of scaling back after funding issues with next project)
Namco Bandai San Jose, CA July 2010 – Sept 2010
VFX Artist/Animator
Splatterhouse (Xbox 360, PS3)
- I just worked on this project for just 2 months, helping the studio finish the game.
- 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, character transitions and boss vfx.
Sega Studios (formerly Secret Level),
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Lead
VFX Artist/Animator
Ironman
2 (Xbox
360, PS3)
-
I was the sole VFX animator on this project,
my responsibility were vast from characters 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 the aftermath of
each kind of explosion.
-
All of the environmental VFX were my responsibility
to research and design.
(Studio in process of shutting down)
Cryptic Studios (Atari),
VFX
Artist/Animator
Champions Online (PC)
-
I worked with 4 other animators on this project, my job entailed
creating new and different superpower VFX for different characters.
(left this project because the commute was too far, great studio)
Electronic Arts (EA), Redwood Shores, CA Feb
2008 – Aug 2008
VFX
Artist/Animator
Dead
Space
(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.
(contract employee)
Stormfront
Studios,
VFX
Artist/Animator
Eragon
(X360); Demo (PS3); Spiderwick Chronicles (X360, 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 VFX 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 VFX System are everything from magic, smoke, fog, clouds, big hit, interact, menu and cinematic effects.
(Studio shut down)
Electronic Arts, Redwood Shores, CA June 2003 – July 2005
Lead VFX Artist/Animator (Sept 2004 – July 2005)
Tiger
Woods 2006 Franchise (Xbox 360, PS3)
-
I
was the Lead VFX Animator during this production for the Tiger Woods 2006
franchise
-
Responsible
for researching and developing the ‘look’ of what the VFX 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 VFX System are everything
from smoke, fog, clouds, big hit effects
VFX
Animator/Artist
(July 2004 – Sept 2004)
Lord
of the Rings Franchise (Xbox, PS2)
-
Was
a VFX Animator during the end of production for the Lord of the Rings franchise,
The Third Age
-
Responsible
for designing/animating spells VFX for multiple characters/states
Lead VFX Artist/Animator (Jan 2004 –
July 2004)
Tiger
Woods 2005 Franchise (Xbox, PS2)
-
Was
the Lead VFX Animator during this production for the Tiger Woods 2005 franchise
-
Responsible
for researching and developing the ‘look’ of what the VFX for the game would
be
-
Developing
methods to create new styles and look for game
-
Some
of the elements in the game that fall under the VFX System are everything
from smoke, fog, clouds, big hit effects, to Golf Legend reveal sequences
VFX
Artist/Animator
(June 2003 – Jan 2004)
James
Bond: Everything or Nothing (Xbox, PS2GC, GBA)
-
Role
at EA entailed creating real-time particle systems and dynamic based simulations
for "James Bond Everything or Nothing" production
-
Learned
EA proprietary scripting, compiling and console tools within 1 week of job
start
-
Process
included using proprietary script to code particle real-time simulations for
the VFX engine to compile
-
Hand
painted sprites simulations for in-game effects
-
Also
responsible for the integration of these effects into the levels and game
play
-
Completed
more than 50 different effects for the game
(it was a bad environment to work in at the time, caused my departure)
Emerald VFX
Multimedia,
Los Angeles, CA 1998 – 2003
Owner/Creative Art Director
-
Building
and managing multiple web sites using Flash and traditional HTML
-
Shooting
and compressing video for streaming over the web
Rich Animation
Studios,
Los Angeles, CA
1995 – 2002
2D/3D VFX Supervisor
Swan
Princess I, II & III (Feature Films); The King and I (Feature
Film); Scarecrow (Feature Film);
Trumpet
of the Swan (Feature Film); Revelation (Feature Film); 15
Bible and Historic Animation Videos
-
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
Turner
Feature,
2D VFX Animator
The
Pagemaster
(Feature Film)
Hahn
Special Effects Supervisor
Astrix
Goes to
Don Bluth
Animation Studios,
2D VFX Animator
An
American Tail
(Feature Film); The Land Before Time (Feature Film); All Dogs Go To Heaven
(Feature Film); Rock A Doodle (Feature Film); Troll in
-
Acting
as a lead 2D VFX animator, special effects assistant animator, key character
clean up and cel painter
-
I
actually cel painted on Space Ace video game as part of my first job with
this company in 1986.
Freelance 1986 – Present
2D VFX Animator/3D VFX Animator, Supervisor & Director
Space
Jam
(Feature Film); Anastasia (Feature Film); When
the Wind Blows (Feature Film);Various (CD ROMs); TV
Animation Series
-
Developing
2D/3D VFX, effects, storyboards and designs
-
Creating
animation components and live action direction for special effects scenes
3D
VFX Supervisor & Director
Son
of the Goddess
(Live Action Movie) in India.
EDUCATION
- Graphic Design and Advertising
CERTIFICATIONS
-
Power
Animator Animation (Levels 1 and 2)
-
Animo