Brent Waller Environment Artist Level Designer Showreel

Brent Waller


Location:                 Brisbane

                                 QLD Australia






2011-Present          Sega Studios Australia

                                 Senior Environment Artist


Titles in this position:

Unannounced Title (2013) PC, Xbox 360, Playstation 3, iOS, Android





2010-Present          KMM Games

                                 Lead Environment Artist




  • Establishing pipelines and processes:
    • Prototyping and developing pipelines and construction techniques
    • Developing and advising the direction of the lighting and shading pipelines
    • Documenting construction standards and budgets
    • Evaluating software and research and development
  • Managing environment art staff:
    • Environment Artists and Texture Artists
    • Technical and artistic direction
    • Mentoring and team development
    • Assigning tasks and tracking progress
  • Administrative:
    • Liaising with the Engine and Technical departments about feature and tool requirements
    • Managing and tracking environment assets
    • Scheduling milestone submissions and ensuring milestone requirements are met
    • Liaising with other production departments to establish the limitations and scope of the project
  • Quality Assurance:
    • Establishing and maintaining a coherent and consistent direction within the department
    • Monitoring artistic quality and consistency
    • Bug tracking and troubleshooting
    • Research and development into new industry practices
    • Console performance profiling
  • Asset Production:
    • Modelling of instanced and unique prop assets for multiple platforms (Xbox 360, Playstation 3 and Wii)
    • UV unwrapping and texturing
    • Lighting all environments
    • Asset placing and world dressing in proprietary level design packages


As Lead Environment Artist at KMM Games, I am responsible for all aspects of environment development across PS3, X360 and Wii SKUs. I manage the creation, technical budget, artistic direction and performance profiling. I also direct the development of environment shaders and environment tool requirements as well as personally lighting all 54 levels and racetracks throughout the game.


Titles in this position:

Happy Feet 2  (2011)






2009-2010                KROME STUDIOS

                                 Lead Environment Artist / Company Environment Art Representative



As Lead Environment Artist at Krome, I was responsible for all aspects of environment development across PS3, X360 and Wii SKUs. I managed the creation, technical budget, artistic direction and performance profiling of over 75 square kilometres of playable organic game space. I personally created over 50% of the terrain assets as well as lighting the environments with procedural time of day and weather systems.


As Environment Art Representative, I was responsible for developing the environment art pipeline to be used across the company. I was also responsible for advising the company about the development of new engine and tool features.


In addition, I was involved with marketing the title by producing artwork and being interviewed for media coverage.


Titles in this position:

Legend of the Guardians: The Owls of Ga'Hoole  (2010)


Review Quotes:

Legend of the Guardians: The Owls of Ga'Hoole


Visually the game is remarkable in so many areas. The sense of speed when blasting through canyons is incredible, and the texture work is impressive for a licensed title. Frame rates are steady... the visuals are fantastic and the overall level of polish really helps this game stand out from the pack.




Legend of the Guardians looks particularly nice for a licensed game..... the environments are particularly impressive, and they all boast some impressive sights. The various areas include a desert, forest, and snow-capped mountain, just to name a few. Legend of the Guardians also runs smoothly - there are rarely issues with the frame rate, even in some of the heated battles.




The lush, beautiful landscapes are really something special to look at (especially on the HD consoles). 




2005-2009                KROME STUDIOS

                                 Senior Environment Artist




As Senior Environment Artist at Krome, I was responsible for assisting the lead in developing all aspects of the environment art. I also acted as his replacement when he was absent and drew upon previous lead experience to mentor and guide junior employees.


While assigned to Transformers: Revenge of the Fallen I was in charge of the Brisbane environment and prop artists and the liaison between them and the main team behind the product in Melbourne. I was also responsible for prop and vehicle asset creation as well as documenting new techniques for the creation of assets.


During the development of Star Wars: Lightsaber Duels our environment team were called upon to aid a flagging team. We were asked to create levels and notably, the level I was assigned to create was highlighted by the publisher as the “new visual benchmark” which the other levels should strive towards achieving.


In addition to our regular responsibilities on Viva Piñata: Party Animals the environment team were tasked with designing race track layouts to meet gaps in the design as well as creating visuals to match and expand upon the original game’s style.


I commenced my employment with Krome working on The Legend of Spyro and quickly demonstrated my skills and experience as a team member. I was entrusted with creating a feature set piece without the aid of concept art and was singled out for the excellent job I had done.


Titles in this position:

Transformers: Revenge of the Fallen

Star Wars: The Clone Wars: Lightsaber Duels

Viva Piñata: Party Animals

The Legend of Spyro: The Eternal Night

The Legend of Spyro: A New Beginning



Review Quotes:

Viva Piñata: Party Animals


The first thing you notice when you get into a challenge is that Piñata Island is simply gorgeous. Whether it is racing around the paths and trails, playing at a fixed location or just checking out the background, the details are actually pretty spectacular. Krome did a fantastic job of not only recreating the island from the original, but bringing it to life through the fast action races and the fixed scene events.



The real highlight of the game is the outstanding graphics. ... The racetracks are also very well designed with beautiful artwork that you unfortunately have no time to appreciate as you race towards the finish.




There is no question that each environment is gorgeously realised, bursting with happy themes and lively incidental detail.




Its visual style is very clean and graphically engaging. ... The developers have also done an excellent job with the game's various environments, and whether the background is a swift-moving, cloud-ridden sky or a serene hilltop riddled with fences, it all feels alive and suits the characters well.




The Legend of Spyro: A New Beginning


 The entire game is a joy to watch, from the backgrounds and characters to the animated fighting between Spyro and the bad guys. It’s easily one of the prettiest games we’ve seen on the GameCube.




You'll be doing all this running around and whacking on stuff in some really gorgeous 3D world...You can really believe in these worlds.



Star Wars: The Clone Wars: Lightsaber Duels


The graphics are the high point. ... Even better are the arenas, some of which really show off what the Wii is actually capable of when developers take the time to try. One arena in particular, Separatist Listening Post, is a collapsing sky platform set against a blood red background that starts tilting during the second round. It does a great job of making the fight feel epic...




2003-2005                EYECON PTY LTD

                                 Lead Level Designer



I was instrumental in the concept and design of several in-development titles utilising cutting-edge game engines, with low-level game designs to match the technology. I also designed and created levels for proof-of-concept demos as well as generating many of the 3D and 2D art assets. Additionally, I was involved in promotional activities including interviews with online game news sites and published magazines, and creating promotional videos and graphics.



2001-2003                4DRULERS INC.

                                 Lead Level Designer



I was involved in level building from the conceptual design through to the building, lighting and interactive scripting of game characters and world objects. My role also encompassed object modelling, texture creation, UV unwrapping, interface and effect design and development. Additionally, I directed and trained other level designers in the use of the proprietary engine tools, and created tutorials for community distribution.


Titles in this position:

Gore: The Ultimate Soldier

Secret Service: Security Breach


Review Quotes:

Secret Service: Security Breach


“The fascinating thing about Secret Service: Security Breach is that it has one of the best graphics engines I've seen, in a budget game. You got bump mapping, per pixel lighting, and stencil shadowing. The lighting actually looks pretty nice. Rays of light peek through some Venetian blinds onto your gun and onto other people, and flashlights cast convincing shadows. The textures are surprisingly sharp, with brick walls looking fairly realistic even at point-blank range…




“The game actually has decent graphics ...the programmers clearly put some time and effort into the levels. Good shadow effects, tight line of sight, strong architecture design.

“Decent level design, good looking locations, authentic looking weaponry, sharp textures, the game looks really good for a "bargain" game, in fact it looks better than it should.”




Gore: The Ultimate Soldier


"Probably the biggest asset as far as the single-player option has to be the unique map layout. The grandeur of fighting indoors has always entranced me. The indoor levels rival or beat anything I've come in contact with. To me, any developer can throw together some outdoor scenery, rocks and trees and call it a level, but true foresight is required when developing indoor scenes."




"...the best type is the environmental graphics. This intricate scenery will leave you stunned. The twenty different levels available for play in this game all have their own theme..."

"The minor details in the graphics of each level are really what pulled this whole game together. The creators of this game paid a lot of attention to the minor details in the graphics."





Pre-2001                  SILICON ICE DEVELOPMENT

                                 Level Designer



My role in this community project was to create levels and provide input into the game design into the “Urban Terror” total conversion for Quake III: Arena. All aspects of level design (concept, creation, lighting, texturing, scripting) were undertaken.





·           All titles were delivered on deadline, on scope and on budget.

·           Milestones were tasked effectively ensuring team members avoided overtime yet the standard of work delivered was at the highest level.

·           I was assigned to be the Environment Art representative for Krome Studios where I guided development of the Environment Art pipeline to be used across all of the studio's teams.

·           Viva Piñata: Party Animals received “Winner - Best Graphics and Best Audio” at the 2007 Game Developer Awards Australia.

·           All shipped titles that I worked on at Krome were consistently within the highest percentile of Krome titles on Metacritic.

·           Guest speaker at the 2004 Melbourne Independent Game Developers Conference on "The Art of Mapping".

·           Proudly self educated and in 12 years I have gone from a hobbyist making third party levels for first person shooters to head of environment art of Australia’s largest games developer with 8 shipped titles under my belt.




Practical Skills

·        Team management, product management and scheduling

·        Extensive experience modelling in various 3D packages

·        Excellent problem solving and troubleshooting skills

·        A keen eye for fine detail with constructive criticism and analysis skills

·        Natural and organic terrain creation

·        Hard surface and architectural modelling skills

·        Texture creation, Diffuse, Normal, Specular and more

·        Level design and scripting with CSG/BSP editors

·        Tutorial and Documentation creation and training employees

·        Effect creation

·        Game and AI scripting

·        Game design and documentation

·        Marketing and promotion (interviews, game promotional material)

·        Knowledge of underlying shader and engine features and limitations

·        Experience developing for Anaglyph and Stereoscopic 3D

·        2D graphic design and GUI design

·        HTML and web design


Software Knowledge

  • Maya
  • 3D Studio Max
  • Grome / World Machine
  • Various CSG Map and Level Editors
  • Photoshop
  • CrazyBump
  • Meshlab
  • Xnormal
  • Dreamweaver
  • Unity
  • UDK



Title:                                      Legend of the Guardians: The Owls of Ga'Hoole

Year:                                      2010

Publisher:                             Warner Bros. Interactive Entertainment

Platforms:                             Playstation 3, Xbox 360, Nintendo Wii


Title:                                      Transformers: Revenge of the Fallen

Year:                                      2009

Publisher:                             Activision

Platforms:                             Wii, Playstation 2


Title:                                      Star Wars: The Clone Wars: Lightsaber Duels

Year:                                      2008

Publisher:                             Vivendi Universal Games

Platforms:                             Wii


Title:                                      Viva Piñata: Party Animals

Year:                                      2007

Publisher:                             Microsoft Game Studios

Platforms:                             Xbox 360


Title:                                      The Legend of Spyro: The Eternal Night

Year:                                      2007

Publisher:                             Vivendi Universal Games

Platforms:                             Wii, Playstation 2


Title:                                      The Legend of Spyro: A New Beginning

Year:                                      2006

Publisher:                             Vivendi Universal Games

Platforms:                             Playstation 2, Xbox, Gamecube


Title:                                      Secret Service: Security Breach

Year:                                      2003

Publisher:                             Dreamcatcher Games

Platforms:                             PC


Title:                                      Gore: The Ultimate Soldier

Year:                                      2002

Publisher:                             Dreamcatcher Games

Platforms:                             PC



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