Download .doc file here  Mcnett.Brian.Resume.doc or .pdf here McNett.Brian.Resume.pdf


(801) 652-9099


To create stunning visuals for immersive games and continue to learn and grow as an artist.


  • Maya, 3DS Max, Photoshop, Zbrush, SpeedTree, Cross Platform Development, Unreal Engine, Unity Game Engine, nDo,  CrazyBump, XNormal, Node Based Shader Networks, Microsoft Office, and Perforce.
  • Modeling and texturing low polygon 3D art assets.
  • Scene composition, lighting and atmospherics for real time 3D environments on PC and consoles.
  • Narrative scene scripting, FX and node based material shaders.


Level Artist/ Narrative Scene Artist, Irrational Games

June 2012-Present

  • Implementing, scripting and debugging complicated narrative driven scenes and in game cinematics. Create script logic, implement animation, design environments, model, texture, scene/character lighting and FX creation/polish.
  • Take levels from various states of completion to polish. Work  with game designers from grey box to shipping product.
  • Work closely with technical artists and use auditing tools to make revisions based on performance information to remain within technical budgets across PS3, XBox360 and PC while maintaining visual quality.

Environment Artist/ World Builder, 38 Studios

July 2011-May 2012

  • World Builder responsible for taking zones from white box to polish. Tasks include scene compostion, set dressing, terrain sculpting and painting, and atmospherics and lighting.
  • Worked with technical artists to make revisions based on performance audits to remain within technical budgets while maintaining visual quality.
  • Worked and collaborated outside of World Building tasks when needed, including texture painting, material/shader generation, and FX.

Environment Artist Intern, Disney Interactive Studios (Avalanche)

June 2010-June 2011

  • Model and texture realistic, low polygon environment props for use in the Cars 2 game for next gen consoles.
  • Responsible for taking a zone from design block out, through multiple rendering, texturing, and population passes, and into a complete launch ready product.
  • Read, interpret, and apply visual style guides to achieve consistency of technical and aesthetic aspects, both within the studio and with the original movie source material.

3D Artist/World Builder, L-3 Communications

June 2006-July 2011

  • Created realistic, low polygon environments, vehicles and props for use in driving simulation software for police, trucking, emergency, mining and military customers.
  • Oversaw the replacement of the entire pedestrian character library.
  • Created Multimedia Applications and Computer Based Training modules.
  • Mentored the activities of junior employees to ensure a unified look to finished pieces and help guide new employees on the use of required software programs and methods.

Shop Supervisor/Flight Engineer, U.S. Marine Corps

January 2000- January 2005

  • Supervised and managed activities of junior employees. Determined assignments to work activities based on priority and skill of personnel.
  • Troubleshot problems in high pressure environments with critical time constraints.


  • Bioshock Infinite: Burial at Sea Part II (Irrational Games, Mar 2014)
  • Bioshock Infinite: Burial at Sea Part I (Irrational Games, Nov 2013)
  • Bioshock Infinite: A Clash in the Clouds (Irrational Games, Jul 2013)
  • Bioshock Infinite (Irrational Games, Mar 2013)
  • Cars 2 (Disney Interactive Studios/Avalanche Software, Jun 2011)



  • Associates of Applied Science Degree in Visual Art and Design (With Honors)
  • Associates of Science Degree in General Studies (With Honors)

U. S. Marine Corps

  • Specialized training: Leadership, Management and Instruction Techniques

Proficient in Maya, 3DS Max, Photoshop, ZBrush, SpeedTree, Cross Platform Development, Unreal Development Kit (UDK), Unity Game Engine, CrazyBump, XNormal, Node Based Shader Networks, Illustrator, Microsoft Office, and Perforce.