Brian Gans' Portfolio
Industry Projects

Unannounced Title

- Created all particle and material effects.
- Integrated intro cinematic anims with Unreal Engine 4's Sequencer.

Link to promotional video

Tech Art / Generalist on "Drawn to Death" (PS4)

- Worked with Unity and most all of its functions. Profiling performance and debugging rendering on PS4.
- Worked with programmers to create tools for quickly integrating character costumes.
- Coded custom Unity shaders with geometry manipulation, stylistic expression of lightmaps, decals, grid UV animation, etc.
- Optimized rendering performance of characters and levels.
- Worked with artists to discover optimal asset creation workflow.
- Created animation rigs for the "Hand" character and a few of the weapons.
- Designed the level (Mt. Killmore).
- Created almost all particle effects.
- Created a workflow for warping wide angle live-action camera footage to suit the texture mapping of spherical geometry to make a video environment.
- Created many level-based gameplay "gags", and almost all of the tutorial level interactivity via a Unity plugin called Play Maker.

- The below video shows the live-action footage as it appears in game, followed by the tutorial level, and then a match on the level that I designed, Mt. Killmore.

UI Artist / Programmer on "Sorcery" (PS3)

- Created inventory UI and main menu with supplied graphics in Adobe Flash (now Adobe Animate).
- Displayed dynamically structured images of items in a grid layout.
- Handled controller input.
- Worked with lead programmer to create functions in ActionScript that communicated with UnrealEngine 3 via ScaleForm.

Particle Effects on "PlayStation All-Stars Battle Royale" (PS3)

- Worked with level designers and referenced original games to re-create effects in the correct style.
- Adapted to unique particle effect creation workflow in the Bluepoint Engine.
- Created particle effects for the levels shown below.




   San Francisco



3D Artist / Programmer on "PlayStation Home" (PS3)

- Integrated furniture items and character clothing items.
- Created thumbnail images, collision, and entered supplied localized text.
- Modified outsource art to ensure items fell within memory and polygon budgets.
- Programmed complex behaviors into some items with Lua Script, including networking and player camera control.
- Created particle effects with code driven parameters.
- Created diverse UV scrolling effects using UV layouts on geometry and / or texture grid animation.
- Created furniture items from scratch, some pictured below.

- Created model, texture, effects, and scripting for the dance floor item in the video below.

- Created lava flow and UV flipbook animation effects for the PlayStation Home character costume in this video.

Personal Projects

Unreal Engine 4 - Ramp Maker

- Tool for connecting walls to floors with a curved ramp. Procedural mesh generated with collision, manipulated with spline controls and an array of "ramp points".

Unreal Engine 4 - Particle Effects

Unreal Engine 4 - Custom Vehicle Suspension

- My own take on vehicle suspension instead of using Unreal's built-in vehicle.

Unreal Engine 4 - Project Spline on to Terrain as Procedural Mesh Road

- Procedural mesh road creates below path of a spline. The mesh has an elevation parameter to lift the geometry and avoid clipping through the terrain.

Road geometry conforms to terrain.Procedural road blueprint.

Unreal Engine 4 - Triplanar Grid Material

- Used dot product operations to create a triplanar mask for a grid generated from world coordinates.

Triplanar grid material.Graph for triplanar grid material.

Unreal Engine 4 - Recover Decal Capability After Disabling Pre-Pass

- Teams working with Unreal Engine 4 may sacrifice decal functionality in order to disable the pre-pass and increase performance. This is a way to restore decals without having to re-enable the pre-pass. Static mesh is a cube with inward normals, material has depth test disabled. This will work with instanced static meshes with some edits.

Multiple decals on terrainDecal blueprint

Unity Mobile Game

- Created in Unity using C# programming and the Android SDK.

Paintings, Acrylic on Canvas

Engagement / Wedding Rings


Technical Artist / Generalist in the San Diego area.

Brian Gans on


- 3DS Max
- Adobe After Effects
- Adobe Animate (Flash)
- CryEngine 2
- Maya
- Perforce
- Photoshop
- Tortoise SVN
- Unity
- Unreal Engine 4


- B.S. with Honors in Game Art & Design from The Art Institute of California, San Diego, 2007


- Drawn to Death (PS4)
        Technical Artist

- inFAMOUS: Second Son (PS3)
        Face Scan Artist

- Knack (PS3)
        Tech Art Support

- ModNation Racers (PS3)
        Cinematic Support

- PlayStation All-Stars Battle Royale (PS3)
        VFX Artist

- PlayStation Home (PS3)
        3D Artist / Programming

- Sorcery (PS3)
        UI Artist / Programming

- The Order: 1886 (PS4)
        Mocap Support

- Twisted Metal (PS3)
        Cinematic Support

- Merchants of Brooklyn / Drug Wars (PC)
        Art Director


- The Bartlet Jones Supernatural Detective Agency
        7-2013 ~ 2-2018
        Technical Artist

- Sony Computer Entertainment America
        8-2009 ~ 7-2013
        3D Artist / Tech Artist

- Paleo Entertainment
        10-2007 ~ 7-2009
        Art Director

- PromoVentures, Inc.
        4-2006 ~ 10-2007
        Photoshop / Flash Artist