Patrick Johnson
Patrick Johnson
Art Director / Lead Character Artist
Baltimore, United States

Summary

Freelance Modeler, texture artist, animator, video editor.

Resume PDF

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Skills

Art DirectionDigital PaintingStoryboarding3D Animation3D Modeling3D PrintingRiggingTexturingPhoto-manipulationVideo EditingFilm EditingTeam Management

Software proficiency

3ds Max
3ds Max
Keyshot
Keyshot
Maya
Maya
Photoshop
Photoshop
Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
Marmoset Toolbag
Marmoset Toolbag
Unreal Engine
Unreal Engine
ZBrush
ZBrush
Unity
Unity
3DCoat
3DCoat
Final Cut Pro
Final Cut Pro
Pro Tools
Pro Tools
DaVinci Resolve
DaVinci Resolve
Adobe Premiere
Adobe Premiere

Reel

Productions

    • Movie
      Kulipari: An Army of Frogs
    • Year
      2025
    • Role
      Production Designer, Lead Character Artist
    • Company
      OVFX Studio
    • Video Game
      Good Dog Bad Dog
    • Year
      2019
    • Role
      Modeler, Texture Artist, Rigger, Animator
    • Company
      Play-Em
    • Video Game
      Nosgoth
    • Year
      2016
    • Role
      Lore Consultant
    • Company
      Square Enix Europe

Experience

  • Lore Consultant, World Map Illustrator at Square Enix
    Baltimore, United States of America
    July 2013 - February 2016

    Tasked to compile QA testing reports and liaison with the Community Managers within Square and Psyonix. View models, story blurbs, and level maps before they went into production in order to make sure they adhered to the established lore in the Legacy of Kain series. Also tasked with finalizing a world map for the game to replace the temporary one they had.

  • Lead Character Modeler, Rigger, Animator at Play-Em
    Los Angeles, United States of America
    October 2017 - August 2019

    Tasked with creating quadruped animal models, textured, rigged with animations, and bipedal models,textured, rigged, with blendshapes for a PS4/PSVR developer.

  • Production Designer, Lead Character Artist at OVFX Studio
    Baltimore, United States of America
    March 2019 - July 2023

    As a small, startup studio, we wore many hats. My background in film (directing, editing, writing, storyboards) helped dictate what I could do here. I oversaw the previz of storyboards, until that role could be delegated to one of our excellent Storyboard Artists, oversaw all of previz production -- working with our Concept Artists, 3D modelers, Key Artists, and our Environment Artists to maintain the consistent art style for the film, and to keep the nuances of character creation and motivations for even what they wore and had in their homes into account. I also did many of the early concept sculpts and rigs and animation for before the movie's production was pushed to use the Unreal Engine. First, we were doing the traditional route, using renderers like Renderman, then Arnold, out of Maya to get the look we wanted.