Jeremy H. Brown
Jeremy H. Brown
3D Artist for Games, VR, and Architectural Visualizations
Grove City, United States

About

20+ Years of Real-Time 3D Expertise: Specializating in 3D modeling, texturing, lighting, and scene optimization across AAA games, VR/interactive software, and architectural visualization.
Pipeline Innovation & Workflow Optimization: Proactive problem-solver who routinely researches, tests, and integrates modern toolsets to streamline asset production pipelines.
Leadership & Team Mentorship: Proven track record as a senior 3D artist, directing art style, and mentoring junior artists to elevate visual quality, topology efficiency, and performance standards.

Resume PDF

View

Skills

3D ModelingUV MappingTexture BakingTexturingLightingUnityUnreal EngineArchitectural VisualizationEnvironment Modeling

Software proficiency

3ds Max
3ds Max
Blender
Blender
Unity
Unity
Photoshop
Photoshop
Substance 3D Painter
Substance 3D Painter
ZBrush
ZBrush
Plasticity
Plasticity
Unreal Engine
Unreal Engine

Productions

    • Video Game
      Film Studio Guest Experience (Interactive)
    • Year
      2026
    • Role
      Environment Artist
    • Company
      Schell Games
    • Video Game
      I Expect You to Die 3
    • Year
      2023
    • Role
      Environment Artist
    • Company
      Schell Games
    • Video Game
      I Expect You to Die 2
    • Year
      2021
    • Role
      Environment Artist
    • Company
      Schell Games
    • Video Game
      Lacuna Passage
    • Year
      2017
    • Role
      3d Modeler
    • Company
      Random Seed Games
    • Video Game
      Aliens: Colonial Marines
    • Year
      2013
    • Role
      Environment Artist
    • Company
      TimeGate Studios
    • Video Game
      Bioshock Infinite
    • Year
      2013
    • Role
      3d Modeler
    • Company
      Irrational Games
    • Video Game
      Ghost Recon: Future Soldier
    • Year
      2012
    • Role
      Environment Artist
    • Company
      Red Storm Entertainment
    • Video Game
      Ghost Recon Advanced Warfighter 2
    • Year
      2007
    • Role
      Environment Artist
    • Company
      Red Storm Entertainment
    • Video Game
      Ghost Recon Advanced Warfighter
    • Year
      2006
    • Role
      Environment Artist
    • Company
      Red Storm Entertainment
    • Video Game
      Ghost Recon 2: Summit Strike
    • Year
      2005
    • Role
      Environment Artist
    • Company
      Red Storm Entertainment
    • Video Game
      Ghost Recon 2
    • Year
      2004
    • Role
      Environment Artist
    • Company
      Red Storm Entertainment
    • Video Game
      Sum of All Fears
    • Year
      2002
    • Role
      Environment Artist
    • Company
      Red Storm Entertainment
    • Video Game
      Ghost Recon: Island Thunder
    • Year
      2002
    • Role
      Environment Artist
    • Company
      Red Storm Entertainment
    • Video Game
      Ghost Recon: Desert Siege
    • Year
      2002
    • Role
      Environment Artist
    • Company
      Red Storm Entertainment
    • Video Game
      Tom Clancy’s Ghost Recon
    • Year
      2001
    • Role
      Environment Artist
    • Company
      Red Storm Entertainment

Experience

  • Senior 3D Artist at Schell Games
    Pittsburgh, US
    March 2020 - August 2026

    Shipped Titles & Attractions: I Expect You to Die 2 & 3 (Meta Quest 2/3), Location Based Real-Time Interactive Guest Experience for a Major Film Studio - (Confidential Client), Interactive Premier Theme Park Attraction - (Confidential Client)

    Environment Art & World Building: Modeled, textured, and composed lighting for real-time VR and non-VR environments across Unreal Engine and Unity, optimizing assets to maintain performance targets on mobile VR headsets and high-throughput location-based entertainment systems.

    General 3D Asset Creation: Modeled and textured detailed 3D props, hero assets, and other models, maintaining distinct art styles across multiple shipped titles and experimental projects.

    Pipeline Innovation & R&D: Researched and integrated emerging workflows including Blender plugins and CAD modeling in Plasticity. Researched and integrated AI mesh generators (Tripo and Meshy) to generate placeholder and reference models, reducing initial asset block-out turnaround time.

    Leadership & Team Mentorship: Authored art direction and workflow documents for multiple projects. Mentored junior 3D artists, conducting regular feedback sessions, improving team-wide modeling techniques, topology efficiency, and adherence to art directional standards.

  • Freelance 3D Artist at Jeremy Brown
    Grove City, United States of America
    March 2013 - Present

    3D Modeling for various Clients including:

    Arch Virtual

    Modeling and texturing of props and environment assets for use in architectural visualization and

    Oculus Rift VR demonstrations

    Exis Interactive

    Modeling of a 1950's French Artillery Tank, as well as well as spaceship parts and other 3D models for various clients of Exis Interactive

    Random Seed Games

    Designed, modeled, and textured various props and environment assets for Lacuna Passage (PC game)

    Salon Alpin

    Modeling and texturing of character assets for use in DOTA 2; modeling and texturing of buildings, rocks, and

    terrain for various video promotions

  • 3D Modeler at Irrational Games
    Quincy, MA, United States of America
    September 2012 - October 2012

    Worked on BioShock Infinite under contract from TimeGate Studios

    -Created new level geometry and props

    -Modified and re-textured old assets with optimized UV's and higher resolution textures

    -Created LOD models for large building groups

  • Environment Artist at TimeGate Studios
    Sugar Land, TX, United States of America
    January 2011 - December 2012

    Worked on: Aliens: Colonial Marines (Xbox360/PS3) and, Unannounced FPS (PC)

    -Created new environment assets through high poly modeling, low poly modeling, UV mapping, baking, and texturing

    -Decorated levels, built up and detailed already roughed out spaces, created new variations of assets when needed

    -Re-textured and re-modeled various existing assets

    -Set up lights and optimized lighting in levels

    -Optimized models for use with Enlighten lighting system

  • Environment Artist at Red Storm Entertainment
    Cary, NC, United States of America
    February 2000 - August 2010

    -Environment artist on six Ghost Recon games, two expansion packs and Sum of All Fears

    -Lead modeler for tree and foliage assets using proprietary RealTree software

    -Built various game environment assets and implemented them into levels

Report User