Patrick Doran

Patrick Doran

VFX Demo Reel

Work Samples

VFX & Animated Materials Unreal 4 RealFlow FumeFX Unity

Additional Work:

Level Design & Environment Art


Lead 3D Artist
Stone Rage™ by Mountainwheel Games (June 2014 - present)

- Created particle systems such as spells, footsteps, and blood for characters in Cascade for Unreal 4
- Created natural particle systems for the environment, such as fire, smoke, waterfalls, mist, fog, and swarms of bees
- Used RealFlow and Autodesk 3ds Max to create image sequences based on fluid simulations for particle systems
- Used FumeFX for Autodesk 3ds Max for fire, smoke, and explosions
- Attached particle systems in Unreal 4 to characters, and set up anim notifies to trigger VFX in-game
- Edited blueprints to affix VFX to button presses and function with footstep-based raycasting
- Created animated materials for natural surfaces, such as water and terrain

  • Unreal 4 Engine
  • Autodesk 3ds Max
  • FumeFX
  • RealFlow

Stone Rage™ Official Website »

3D Artist
Guts by Big Men Games (2012)

As a member of the initial team, I contributed heavily to the core of this independently-developed, turn-based action strategy game for the PC that utilized the Unity Engine.
- Rigged and animated characters in Autodesk Maya
- Modeled and textured environment props in Autodesk 3ds Max and Autodesk Mudbox

  • Unity Engine
  • Autodesk Maya
  • Autodesk 3ds Max
  • Autodesk Maya

Environment Artist & VFX Artist
Red Fly Studio (April 2008 - June 2011)

Environment Artist for Untitled next-gen sci-fi title for PS3/360 (2011)
- Modeled and textured environment assets for use in Unreal Engine
- Generated normal maps in ZBrush and Autodesk 3ds Max
- Created advanced materials
- World building
- Lighting (static and dynamic)
- Level streaming
- Interactive foliage
- APEX destructible objects
- PhysX cloth
- Prototyped Kismet-based player direction in levels with interactive lighting and interactive material triggers
- Placed and set up triggers for FX

Environment Artist for Thor: God of Thunder for Nintendo Wii (2011)
- Modeled and textured environment assets and props using Autodesk 3ds Max
- Responsible for world building for 2 levels

Environment Artist for Thor: God of Thunder for Nintendo 3DS (2011)
- Optimized existing assets for the 3DS

Environment Artist for Star Wars: The Force Unleashed II for Wii (2010)
- Modeled and textured environment assets and props
- Fully responsible for all 3D and 2D assets in one level (half of which were re-used by other artists in the following level)
- Fully responsible for all world-building duties for one level as well as polish and bug fixing on several others

Environment, Prop Rigging, Animation & FX Artist for The Food Network's Cook or Be Cooked! for Nintendo Wii (2009)
- Modeled and textured environment assets, props, and food models using Autodesk 3ds Max
- FX creation in game engine
- Rigging and animating of food props using Autodesk Maya
- Character animations

Environment Artist for Mushroom Men for Nintendo Wii (2008)
- Modeled and textured environment assets and destructible items
- Created concepts for new props when needed

  • Unreal Engine
  • Autodesk 3ds Max
  • Autodesk Maya
  • ZBrush

Environment & Texture Artist (Contractor)
Santa Cruz Games (2008)

- Modeled and textured environment assets
- Worked with Art Director and Lead Artist to create and polish concepts

Bachelor of Fine Arts, 2007 Academy of Art University, San Francisco, CA
Qualifications Profile
  • 4 shipped titles as an Environment Artist
  • Professional experience with interactive animated objects, props, fluid simulations, cloth simulations, terrain, interactive foliage, and FX
  • Professional experience creating model-specific normal maps, tileable normal maps, vertex blending, alpha stencils, collision, and physics breakable objects for environments
  • Professional experience rigging and animating models for multiple engines
  • Excellent abilities in oil painting, life drawing, and anatomy
  • Experience with sculpture and ecorche
  • Strong artistic, verbal, and written communication skills
  • Extensive knowledge of and passion for games
  • Dozens of titles play-tested as a QA tester


About Me

I've done a little bit of everything when it comes to video game art - 3D modeling, VFX, texturing, rigging, animating, shader creation, terrain building, and world building.

The big games that have stuck with me as a gamer are DOTA 2, Fallout 1-3, Red Dead: Redemption, and Skyrim. Notice a pattern? I like 'em big, and I like replay value. It's my biggest goal in life to work on a game that would offer me an experience on par with the games I care about most.