Heya, I’m Bryan and I am technically an artist…

…that is, a technical artist. This means I have a lot of different jobs, and when your game dev team is as small as ours, it also means I can never pass the buck to someone else. So many tasks fall into my lap, from concept art, modeling and texturing, to rigging, special effects, and even a little bit of marketing design. Oh yea, and on some days, I pretend to code too! My job is tedious, time consuming, and often frustrating, but the end result (and the paycheck) makes it all worthwhile.

I’ve been with Big Sir for a little over a year now and even though I was hired fresh out of college, I’ve been experimenting with game development as a hobby for over 15 years. The entire process of game design has captivated me ever since my halcyon days, tinkering with software like Dark Basic, Milkshape, Torque (and anything else a 13 year old with a $10 allowance could afford). After all these years of mostly working in a bubble, it’s been a dream come true to finally pursue game development as a career and to work with a team of like-minded individuals.

Fist bump to anyone else who remembers trying to make a game with this thing.

Speaking of which, my two bosses, Ian and Erin, have been a pleasure to work with. Our cumulative sense of humor and desire to explore unorthodox ideas makes brainstorming sessions a blast (even if we don’t come up with anything good). I’ve known these two as good friends for years, and working with them has proven to be the exception to the rule of “never mix friends with business.” I’m excited to continue providing Big Sir with artistic direction throughout the production of Cosmo’s Quickstop and hopefully many more titles in the future!

The outcome of a pretty typical brainstorming session, by the looks of it.