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Taylor Brandenburger
Taylor Brandenburger
Senior II @ Turtle Rock Studios
Illinois, United States

Skills

Art DirectionCompositingEnvironment Design3D ModelingEnvironment ModelingHard Surface ModelingLightingUV MappingSculptingRetopologyHigh-poly ModelingPBR TexturingManaging

Software proficiency

Blender
Blender
Unreal Engine
Unreal Engine
Substance 3D Painter
Substance 3D Painter
ZBrush
ZBrush
Marmoset Toolbag
Marmoset Toolbag
Megascans
Megascans
Photoshop
Photoshop
Maya
Maya

Productions

    • Video Game
      Perfect Dark
    • Year
      2025
    • Role
      Outsource Artist
    • Company
      Dekogon + Frame Machine
    • Video Game
      Back 4 Blood (DLC)
    • Year
      2021
    • Role
      Senior Environment Artist
    • Company
      Turtle Rock Studios
    • Video Game
      The Matrix Awakens: An UE5 Experience
    • Year
      2021
    • Role
      Lead 3D Artist
    • Company
      Dekogon Studios
    • Video Game
      Returnal
    • Year
      2021
    • Role
      Art Director / Lead 3D Artist
    • Company
      Dekogon Studios
    • Video Game
      Godfall
    • Year
      2020
    • Role
      Director / Lead 3D Artist
    • Company
      Dekogon Studios
    • Video Game
      Scavengers
    • Year
      2021
    • Role
      Art Director / Lead 3D Artist
    • Company
      Dekogon Studios
    • Video Game
      Crayta
    • Year
      2020
    • Role
      Art Director / Lead 3D Artist
    • Company
      Dekogon Studios
    • Video Game
      Werewolf: The Apocalypse – Earthblood
    • Year
      2021
    • Role
      Lead 3D Artist
    • Company
      Dekogon Studios

Experience

  • Senior Environment Artist at Turtle Rock Studios
    Austin, Texas, United States of America
    February 2022 - Present

  • Senior 3D Artist at Frame Machine
    Austin, Texas
    July 2021 - April 2022

    - Frame Machine is a Design/Animation/VFX Studio that co-devs in clients real-time environments within UE4 and UE5

    - Worked alongside my Art Director and Lead 3D Artist to establish a artistic direction that also fits our gameplay and cinematic requirements given by the level design

    - Assisting the development of FM IPs

    - Took multiple scenes from a 2D concept to full scale 3D environment in UE4 & UE5, creating environments based off clients storyboards and shot composition

    - Worked with Frame Machines clients on Hero Assets and Scene Creation

    - Created Advanced UE4 shaders for high fidelity assets with optimal performance, at times evaluating a creative issue and tackling them technically via Shaders

    - Established pipelines to create an efficient pace for others to replicate

    - Prepared rigged models for animators to work on

  • Art Director & Lead 3D Artist at Dekogon
    Vancouver
    January 2018 - June 2021

    - Established the overall art direction to recreate our client imaginations

    - Created guidelines for assets, textures, and workflows for all assets so we can delivery the quality that was expected

    - Managed the art and production of all Dekogon client projects

    - Developed pipelines for efficiency amongst specific projects

    - Designed environments based on clients imaginations based on rough references or sketches.

    - Developed multiple game ready environments using Unreal Engine 4, in most cases having source control access to directly contribute to the clients project (P4, Github)

    - Setup and optimized assets into client source controls

    - prototype pipelines, internal structure, and documentation for client projects

    - Evaluated & organized multiple teams for particular sprints based on strengths

    - Made game ready models based on rough sketches and real world references

    - Created a strong healthy environment amongst freelancing employees that established bonds outside of the work

    - Keep track of budget and spending throughout the all of dekogons contract projects

    - Assisted lead artist in whatever task they need to fullfill their teams needs, whether that be managerial or artistically

  • Freelance 3D Artist at Ironbelly Studios
    Montreal
    May 2017 - April 2018

    - Worked closely with leads and customers so we could deliver exactly what they need from us, that includes any requirements or pipelines they wish us to follow

    - Created modular assets (blockout - proxy model - high poly (sculpt) - low poly - texturing - send to client or level designers. All while being critiqued from leads and the customers along the way

    - Worked with PBR textures inside Substance Painter

    - Created tons of props and environment pieces within multiple projects while following a industry standard pipeline