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Resume

Professional Experience

Omni Creator Products

Character Art Director

June 2022 - Present

I am currently heading up the Characters and Creatures dept.  We are working on a very ambitious project filled with lots of innovative stuff.  

PROBABLY MONSTERS  FIREWALK STUDIOS

Lead Character Artist/Art Director

May 2018 - June 2022

My last year at Probably Monsters was leading an incubation team with one other person.  We were able to develop a full pitch, Studio/Business plan,  and a working unreal demo in that time.  I was focused on Art, as well as many other aspects of the project: org Structure, Staffing Plan, Studio pillars to name a few.  

Before that I was heading up the character and hard surface teams at an internal studio called Firewalk.  I joined the studio at a very early stage and was the only 3D artist for a year and a half.  My responsibility was for every 3D asset in our demos and game in that first year and a half.  Worked with our concept artist and art director to help establish the look of our characters and our world.  Helped build character pipelines, tools, and workflows with tech art and engineers.  During my time there, I grew into one of the key voices to bring teams together while building guard rails and processes to help focus efforts and have open conversations.  

ARENANET

Lead Creature Artist

January 2016 -May 2018

I led a group of 9 other creature artists spanning mulitple projects.  My days were filled with meetings, managing, and other leady type stuff.  But after all my chores are done, I get to create art!  It's a cool job.  Along with Guild Wars 2, I was able to work on a new IP, moving back and forth between characters and creatures.  Spending lots of time prototyping and developing art styles.

Senior Creature Artist

April 2015 - January 2016

I made creatures for Guild Wars 2: Heart of Thorns.  Sometimes I had a chance to concept, other times I get concepts from our amazing concept artists.  After getting my mind blown from the concept artist, I get to work on sculpting, then low poly, and texturing.  I jump around helping where I can, sometimes it'll be a full creature, sometimes texture variants of someone else's creature.  I work closely with designers and animators to come up with fun and interesting creatures.

BUNGIE

Senior Character Artist

July 2011 - April 2015

I helped create the look (of heads) for the 3 different races in Destiny.  Led a small team to create the heads, hair, and facial decals.  Worked with tech art and engineers to bring heads to life.  I had a chance to work on multiple cinematic characters.  Once the heads and cinematic characters were finished, I jumped on in-game player characters, combatants, gear/armor sets, decals, shaders, and dyes.

MONOLITH PRODUCTIONS

Character Artist

March 2009 - June 2011

Created cinematic and in game characters for 4 different projects.  Helped encourage tool development for Middle Earth: Shadow of War that enhanced characters and character workflow (shaders and exporting tools).  Collaborated with team members to create the art style of the characters.  Gained the respect from my colleagues and studio to work on more significant characters (major characters and villains).

ACES (MICROSOFT)

Character Artist

August 2008 - January 2009

Worked on background characters for TrainSim 2.  Took existing assets and cleaned them up to fit our character variation system.  Added a new set of heads (male and female) for a wider range of characters, while sticking to the technical boundaries of the game, but pushing the aesthetic and appeal of the characters.  Worked on side projects to help promote the studio; some of the projects were Interactive Avatars and Augmented reality.

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