Brian McSweeney – Visual Effects Animator/Artist

San Francisco, CA 94121

M: (415) 290-9484

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

 

SKILLS

- Sanzaru Games Inc. Proprietary VFX engine and level compiling software

- Namco Bandai Proprietary VFX engine and level compiling software

- Sega Proprietary VFX engine and level compiling software

- Cryptic Proprietary VFX engine and level compiling software

- Stormfront Proprietary VFX engine and level compiling software   

- Electronic Arts Proprietary VFX engine and level compiling software


- Maya

- 3DMax

- Alias Wavefront

- Power Animator (prehistoric)

- Flash

- Dreamweaver

- Premiere

- Illustrator

- Photoshop

- After Effects

- Poser

- Animo


 EMPLOYMENT HISTORY

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), San Francisco, CA                                                      Dec 2008 – April 2010

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), Los Gatos, CA                                                                                              Sept 2008 – Dec 2008

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, San Rafael, CA                                                                                                     Aug 2005 – Dec 2007

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, Los Angeles, CA                                                                                                           1994 – 1995
2D VFX Animator

The Pagemaster (Feature Film)

 

Hahn Film, Berlin, Germany                                                                                                                     1993 – 1994
Special Effects Supervisor
Astrix Goes to America (Feature Film)

 

Don Bluth Animation Studios, Dublin, Ireland                                                                           1986 – 1993
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 Central Park (Feature Film); Thumbelina (Feature Film)

- 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

National College of Art and Design, Dublin, Ireland                                                              1984 – 1986

- Graphic Design and Advertising

 

CERTIFICATIONS

- Power Animator Animation (Levels 1 and 2)

- Animo