Nick Brown Email & Phone Number
@liquiddevelopment.com
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Who is Nick Brown? Overview
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Nick Brown is listed as Lead Environment Artist at Skybound Entertainment, a with 108 employees, based in Las Vegas, Nevada, United States. AeroLeads shows a work email signal at liquiddevelopment.com and a matched LinkedIn profile for Nick Brown.
Nick Brown previously worked as Art Director & Producer at Backstage Games Llc and Art Director & Production Manager (Outsourcing) at Liquid Development. Nick Brown holds Bachelor'S Degree, Game Art & Design from Art Institute Of Ca - Orange County.
Email format at Skybound Entertainment
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About Nick Brown
I've been working in the AAA video game industry for over 15 years. I'm an experienced Outsource Art manager & Art Director and typically also handle Production Manager duties focused on leading AAA art production, technical problem solving, managing hybrid teams with heavy use of external contractors/vendors, production budgeting and scheduling, and facilitating cross-department communication.As an artist I’m skilled in 2D and 3D art production and direction using 3DS Max, Maya, Zbrush, Substance Painter, Photoshop, engines including Unreal Engine (3-5) and Unity, and Perforce source control. In Production and leadership roles, I’ve worn a lot of hats and developed skills including:• Providing feedback, creating/maintaining production bibles, and direct asset production with teams of internal staff and external vendors• Jira, Confluence, Shotgun/Shotgrid, & Basecamp scheduling and production management• Vendor/contractor onboarding, direction & feedback, and production management• Organizing production sprints/milestones of multiple art & tech art sub-teams including multiple outsourcing vendors• Collaborating with department heads to plan production across multiple timeframes (sprints, quarterly milestones, and annual reviews)• Overseeing production of 2D concepts and 3D assets (environments, vehicles, weapons, characters)• Tech R&D and establishing workflow/processes and documentation to streamline asset production and remove bottlenecks
Listed skills include Texturing, 3D Studio Max, Low Poly Modeling, Unreal Engine 3, and 12 others.
Nick Brown's current company
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Nick Brown work experience
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Art Director & Producer
As Art Director I provide direction, documentation, feedback, and oversee techart R&D. Our studio only has 3 internal artists with the vast majority of art being produced by outsourcing contractors/vendors under my direction. I work alongside and often bridge design, scripting & tools, gameplay engineering, tech art/VFX, and animation teams. My role also includes Producer duties including project planning, budgeting, and scheduling.● Handle visual direction from pre-pro concepts to polished 3D production including assetization, scheduling, budgeting, staff assignment, art direction, and process/workflow documentation.● Use and maintain Jira, Confluence, Basecamp, and custom Google Sheets scripting for production tracking, documentation, feedback, and global production management● Oversee handoffs and collaboration for work between multiple departments including prototyping, concept, VFX, and scripting● Team formation, oversight, work allocation across internal & external teams● Establishing workflow/processes and documentation to streamline asset production and remove bottlenecks● Overseeing production of multiple art & tech art sub-teams, building direct reports into leadership roles● Working with department heads to plan production across multiple timeframes (annual, quarterly, milestones, sprints)● Organizing sprints according to milestone deliverables and team capabilities, maintaining realistic schedules
Art Director & Production Manager (Outsourcing)
Art Director with Producer duties including assetizing work orders, budgeting, scheduling and production assignment, working with multiple leads and departments. Environment art focused, created hero art, feedback & direction for direct reports, process documentation and implementing new schedule & asset tracking analytics.I also created internal style and process/workflow guides to ensure our combined internal and international teams matched the visual and production style of each project. On a granular level, I identified pairs or trios of individuals who were skilled at complimentary parts of production and grouped them into smaller units. This allowed each individual to focus on aspects of production they enjoyed and were most skilled at, which led to boosted morale and productivity.Additionally, I created a variety of automated status charts as well as a robust script/formula generator in Google Sheets for the asset tracking software our studio was using. This allowed myself and other Producers/Managers in the studio to more rapidly establish new projects with custom phases, review breakpoints, and automated weekly status charts.• Rocksteady Studios - Suicide Squad: Kill The Justice League: Managed hub environment production including onboarding and training team, broke down broad-strokes concepts and direction in assets, maintained asset tracking and timeboxing for milestone deliverables, oversaw and provided direction and feedback from concept to 3D art production• Turtle Rock Studios - Back 4 Blood: Oversaw production for structural and prop environment art for multiple levels, handled team and asset assignments, budgeting, scheduling, and production tracking• Gearbox Software - Borderlands 3 Tiny Tina's Wonderlands: Tech Art
Freelance 3D Artist
I stepped away from management during this period to travel and take care of some family. I was working remotely creating hardsurface 3D art assets for the following titles:• Gearbox, Borderlands 3: High and lowpoly modeling for weapons, loot crates, shields, and the Maliwan sphere robots.• Treyarch, Call of Duty: Black Ops 4: High and lowpoly modeling for character accessories and material creation for several character skins.• 343 Industries, Halo Infinite: High and lowpoly modeling for various character accessories.• WB Games Montréal, Unnanounced Project: Creating various high and lowpoly models and textures.• Wargaming.net, World of Tanks (console): Created detailed textures/materials for a number of different tanks. I ended up being proficient enough that I was contracted to produce a set of video tutorials detailing the texturing process using Quixel Suite.• Red 5 Studios, Firefall: Created high and lowpoly models for various character armor sets, equipment, and background level art.• Turtle Rock Studios, Evolve: Highpoly and lowpoly modeling for some mechanical components of the Torvald and Sunny characters.
Art Manager (Outsourcing)
As an Art Manager, I oversaw production of 3D asset and 2D concepts for a variety of projects using hybrid teams of mostly outsourcing contractors/vendors. We would receive work orders from clients, and I was responsible for creating asset breakdowns, budgets, and schedules, kickoff posts/reference, and then contacting outsourcers or external vendor teams (often international) to assign work and oversee production. I provided regular feedback through each stage of asset production, created production bibles, and then provided asset QA before integrating them into the clients' engines and submitted over Perforce or FTP.• Carbine Studios, WildStar: Managed player skins and weapon production• Crytek, Homefront 2 The Revolution: Managed environment prop production• Playground Games, Forza Horizon 2: Managed prop and terrain production, oversaw pipeline and tools development for internal teams, implemented new asset tracking, scheduling, and assignment tools• Red 5 Studios, FireFall: Managed character, vehicle, and environment art production from concept to final 3D• WB Games Montreal, Batman: Arkham Origins: Managed environment asset productionid Software, Doom title (unreleased): Managed environment asset production• Bioware, Mass Effect 2 & 3: 3D asset modeling and in-engine materials• Microsoft, Kinect Adventures: Managed VFX production and R&D, oversaw World Building and environment art teams• Propaganda Games, Tron Legacy: Managing asset production budgets, scheduling, and assignments for environment art, world building, and materials• Demiurge Studios, Unannounced Title: Managed VFX production• TimeGate Studios, Section 8: Managed in-engine launch trailer production, assetization, budgeting, and scheduling for Gametrailers.com• Gearbox Software, Borderlands: Weapon art 3D modeling to ensure modular compatibility• Eat Sleep Play, Twisted Metal PS3: Minor 3D modeling• Harmonix Music Systems, The Beatles: Rock Band: Minor 3D modeling
World Builder & 3D Artist
Student
Colleagues at Skybound Entertainment
Other employees you can reach at skybound.com. View company contacts for 108 employees →
Annalisa Leoni
Colleague at Skybound EntertainmentRome, Latium, Italy
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EA
Edan Abiri
Colleague at Skybound EntertainmentLos Angeles, California, United States
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Glenn Geller
Colleague at Skybound EntertainmentLos Angeles Metropolitan Area, United States
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Blake Kobashigawa
Colleague at Skybound EntertainmentLos Angeles, California, United States
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Christine Kim
Colleague at Skybound EntertainmentNew York, United States
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Dian Agra
Colleague at Skybound EntertainmentUnited States
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Jessica Shobe
Colleague at Skybound EntertainmentGlendale, California, United States
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Lisa Yang
Colleague at Skybound EntertainmentLos Angeles, California, United States
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Courtland Ellis
Colleague at Skybound EntertainmentLancaster, Pennsylvania, United States
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Charles Hilton
Colleague at Skybound EntertainmentLos Angeles, California, United States
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Nick Brown education
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Art Institute Of Ca - Orange County
Frequently asked questions about Nick Brown
Quick answers generated from the profile data available on this page.
What company does Nick Brown work for?
Nick Brown works for Skybound Entertainment.
What is Nick Brown's role at Skybound Entertainment?
Nick Brown is listed as Lead Environment Artist at Skybound Entertainment.
What is Nick Brown's email address?
AeroLeads has found 1 work email signal at @liquiddevelopment.com for Nick Brown at Skybound Entertainment.
Where is Nick Brown based?
Nick Brown is based in Las Vegas, Nevada, United States while working with Skybound Entertainment.
What companies has Nick Brown worked for?
Nick Brown has worked for Skybound Entertainment, Backstage Games Llc, Liquid Development, Self, and Art Institute Of Ca Orange County.
Who are Nick Brown's colleagues at Skybound Entertainment?
Nick Brown's colleagues at Skybound Entertainment include Annalisa Leoni, Edan Abiri, Glenn Geller, Blake Kobashigawa, and Christine Kim.
How can I contact Nick Brown?
You can use AeroLeads to view verified contact signals for Nick Brown at Skybound Entertainment, including work email, phone, and LinkedIn data when available.
What schools did Nick Brown attend?
Nick Brown holds Bachelor'S Degree, Game Art & Design from Art Institute Of Ca - Orange County.
What skills is Nick Brown known for?
Nick Brown is listed with skills including Texturing, 3D Studio Max, Low Poly Modeling, Unreal Engine 3, Maya, Environment Art, 3D Modeling, and Hard Surface Modeling.
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