Bryan Blandine
Bryan Blandine
3D Environment/Prop Artist
San Diego, California, United States

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Skills

3D ModelingTexturingConcept DesignLightingHard Surface ModelingCharacter ModelingEnvironment ModelingOptimizationUnreal EnginePerforceReal TimeUV LayoutsProp ModelingMayaZbrush

Software proficiency

Maya
Maya
ZBrush
ZBrush
Substance 3D Designer
Substance 3D Designer
Substance 3D Painter
Substance 3D Painter
Unreal Engine
Unreal Engine
Speed Tree
Speed Tree
Photoshop
Photoshop
Marmoset Toolbag
Marmoset Toolbag
Godot
Godot

Experience

  • Environment Artist at San Diego Studios - Sony Interactive Entertainment
    San Diego, US
    September 2025 - Present

    I created high fidelity stadium adjacent buildings with emphasis on location accurate architecture for MLB The Show 26

    I created performant distant cityscapes from a single trim sheet with focus on versatility, reusability, and attention to real world building placement for a more true to life experience

    I built entire stadium environments to our technical specifications and improved workflows by creating tools to speed up our pipeline. I worked from renders and gathered reference from all available sources to ensure the highest degree of up to date accuracy

    I optimized stadiums and props for MLB The Show Mobile, and created a tool to speed up our workflow, while saving us precious UV space.

  • Lead Artist at Lambent Games
    Los Angeles, US
    September 2020 - August 2021

    I coordinated the art team early in the development of the company’s IP

    I set meetings to delegate jobs

    Worked with Team and Art Director to define the Art Style and ensure continuity

    I brought many of the game’s assets to fruition from concept to modeling, texturing, rigging, and occasionally animating.

    I would identify and troubleshoot potential pitfalls to keep the project on track

    Created characters, weapons, vehicles, and game enemies

  • Associate Artist at Heavy Iron Studios
    Manhattan Beach, US
    May 2022 - August 2024

    I worked with my lead as well as our client to create immersive environments and props

    for high traffic AAA games.

    Set dressing levels with custom and existing assets with heavy focus on composition,

    balance, gameplay utilization and story. I worked with leads on large teams and under minimal direction on maximum two dev teams. Maintaining quality and positive attitude in all cases

    Creation of modular kits utilizing tiling materials and trim sheets

    I created stand alone assets from blockout, high res, low poly, UV layout, and bake with a

    high degree of accuracy. Custom authored LODs and collisions as well as material iterations

    for alternate platforms, such as PC, Switch, mobile.

    I have created complex and versatile materials in UE with a focus on detail, optimization and

    organization and created iterations for alternate platforms.

    In our internal IP, I implemented next gen workflows for an immersive and thrilling experience, working with other departments to ensure expedient, gamechanging results

    My tenure has also included the creation and implementation of vfx, decals, and weather effects

    Collaborate with design in integrating next gen workflows. Assist in blueprinting where needed.

    Light and set mood in Unreal Engine with Unreal Engine systems as well as Ultradynamic sky

    and post process volumes.