Bryan Randall Shannon

Arkane Studios (Austin, TX)
Prey - Environment Artist (March 2016 - Current)
  • Full cycle environment production from whitebox to ship, geared towards architecture implementation.
  • High poly to low poly modeling, including the use of tiling textures and trim sheets.
  • Assisted level designers on implementing environment gameplay features on various levels.
  • PBR Texture creations of projects in Substance and Quixel.
  • Heavy focus on optimization and performance, collision, reduction of drawcalls, vert counts, texture reslolution.
  • Contributed various environment VFX for gameplay and storytelling.

Modding (San Diego, CA)
Cities Skylines Modder - Asset creator (March 2015 - September 2015)
  • Created 3D models for Cities Skylines available via Steam Workshop (free) for users.
  • Designed, modeled, textured, 20+ original game ready assets.
  • Successfully orchestrated a Patreon campaign to support my efforts.

Maxis / EA (Emeryville, CA)
Simcity - Assistant Artist (June 2013 – November 2014)
  • Provided immediate assistance to art directors in either previs or finalization passes (whitebox and polish).
  • Created high fidelity textures using Substance in conjunction with a proprietary high-poly baking system.
  • Generated whitebox models and applied textures to assets using Maxis’s proprietary texturing system.
  • Set dressed building scenes, rigged and set up full weight linear animation.
  • Optimized and revised semi-finished outsourced LOD's including modeling and UV's.
  • Actively integrated next-gen software technology pipelines with tech artists.
  • Contributions to four different IP's within my first year.

Maxis / EA (Emeryville, CA)
Simcity - Associate Artist – Internship (June 2012 – August 2012)
  • Concept modeling and texturing through the use of preset modular textures.
  • Whitebox modeling, simple rigging, and building animations.
  • Attended a 10-week lecture series led by Stone Librande on Game Design.

Georgia State University (Atlanta, GA)
Game Designer – Internship (May 2011 – August 2011)
  • Designed initial concepts of a game with focus on human game theory research
  • Implemented a working prototype of the game concept in to the Unreal Development Kit.

Ringling College of Art and Design, Class of 2013 (Sarasota, FL)
B.F.A. Game Art & Design

Unreal 4, VFX in Unreal Cascade, CryEngine, Autodesk Maya, Substance Designer + Substance Painter, Perforce, 3D Coat, ZBrush 4, QUIXEL suite (nDO, dDo), High poly & Low poly baking (xNormal / Substance), Prop Modeling, UV / Texturing, Set Dressing and Level Design, Unreal Development Kit (UDK), Source Development Kit (Hammer SDK), Adobe Photoshop, Illustrator, and Premiere, Rigging and Simple Animation.

  • Panelist Speaker at PAX Prime 2015 - “Modding 101: Cities Skylines”
  • Modding content creations for Cities: Skylines - Notable publications produced highlighting my artistic mods created for C:S. My content matched the style of the published game while adding flare and humor when necessary. Articles published on The New Yorker, Ars-Technica, Kotaku, PCGamer,, and other gaming news websites.
  • Maxis’s Star Performer - Award for outstanding performance during my internship.
  • EA’s Internship Scholarship Recipient 2012 - For contributions to Maxis on Simcity 2013.
  • Best of Ringling 2012 & 2011 - Real-time Environments.


 Professional references available upon request