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Brad Boyles
Brad Boyles
Weapons Artist at Turtle Rock Studios
Laguna Niguel, United States of America

Summary

I primarily specialize in hard surface weapon, vehicle, and prop art using the latest software and workflows for video games today. I've also done environment art professionally, as well. Thanks for checking out my portfolio :)

Skills

3D ModelingHard Surface ModelingVehicle ModelingWeapon ModelingProp ModelingEnvironment ModelingUV MappingTexturingTexture BakingModular AssetsWorld BuildingLevel/Map optimization

Software proficiency

3ds Max
3ds Max
Maya
Maya
Substance Painter
Substance Painter
Photoshop
Photoshop
Quixel Suite
Quixel Suite
Knald
Knald
xNormal
xNormal
Handplane
Handplane
Unreal Engine
Unreal Engine
CRYENGINE
CRYENGINE
ZBrush
ZBrush
Keyshot
Keyshot
Jira
Jira
perforce
perforce

Productions

  • Armored warfare box
    • Video Game
      Armored Warfare
    • Year
      2017
    • Role
      3D Artist
    • Company
      Obsidian Entertainment
  • Call of duty advanced warfare
    • Video Game
      Call of Duty: Advanced Warfare
    • Year
      2014
    • Role
      3D Artist
    • Company
      High MoonStudios
  • Foc cover 1338938774
    • Video Game
      Transformers: Fall of Cybertron
    • Year
      2012
    • Role
      3D Artist
    • Company
      High Moon Studios
  • Oldworldbluescover
    • Video Game
      Fallout: New Vegas - Old World Blues
    • Year
      2011
    • Role
      Environment Art Intern
    • Company
      Obsidian Entertainment
  • Lonesome road dlc cover art
    • Video Game
      Fallout: New Vegas - Lonesome Road
    • Year
      2011
    • Role
      Environment Art Intern
    • Company
      ObsidianEntertainment
  • Honestheartscover
    • Video Game
      Fallout: New Vegas - Honest Hearts
    • Year
      2011
    • Role
      Environment Art Intern
    • Company
      ObsidianEntertainment

Experience

  • Weapons Artist at Turtle Rock Studios
    Lake Forest, United States of America
    May 2017 - Present

    Weapon Art

    :D

  • 3D Artist at Obsidian Entertainment
    Irvine, United States of America
    May 2013 - February 2017 (3 years 9 months)

    Shipped Titles:

    •Armored Warfare (currently in BETA)

    -I started on AW as a junior environment artist and worked with my senior art leads on creating maps for my first year and a half or so. My responsibilities included environment art modular asset creation, props, set dressing, level optimization, and working with bringing in outsourced environment art as well.

    -I was then given the change to work on the vehicle team as a mid level 3D artist on the team. I started out fixing vehicle art bugs and optimizations, but was later given the opportunity to build vehicles from scratch. From then on I've been building vehicles as well as managing a certain amount of the outsourced vehicles we have in the game.

  • 3D Artist at High Moon Studios
    Carlsbad, United States of America
    March 2011 - April 2013 (2 years 1 month)

    Shipped Titles:

    •Call of Duty: Advanced Warfare (2014), Activision Publishing, Inc.

    -During my brief time as an artist on the CoD support team at High Moon, I got the opportunity to create a civilian vehicle and some various environment art that's used in the game.

    •Transformers: Fall of Cybertron (2012), Activision Publishing, Inc.

    -My major responsibilities for the game was prop and destructible creation. I focused on a lot of game play oriented art such as pickups, the weapons, and destructibles.

  • Environment Art Intern at ObsidianEntertainment
    Irvine, United States of America
    December 2010 - March 2011 (3 months)

    Shipped Titles:

    •Dungeon Siege III (2011), Square Enix, Inc.

    •Fallout: New Vegas - Honest Hearts (2011), Bethesda Softworks LLC

    •Fallout: New Vegas - Lonesome Road (2011), Bethesda Softworks LLC

    •Fallout: New Vegas - Old World Blues (2011), Bethesda Softworks LLC

    -During my time at Obsidian Entertainment as an Environment Art Intern, I got the fantastic chance to work on the last three DLC add-ons for Fallout: New Vegas. While much of my early work there was "invisible art" such as creating custom collision meshes for pre existing art in the game or prop LOD's, I did later on get the chance to do a little art creation, world population, and lighting for DLC's number 2 and 3. I also received an additional development credit for helping with these same types of practices on Obsidian's Dungeon Siege III during the last couple weeks of the games development.

    Needless to say, working with the designers there on my areas was an amazing opportunity, and I learned a ton from my time there.