Keith Bruns - Naughty Dog: ICE Team (Modeling, Texturing, and Rigging)
Por um escritor misterioso
Last updated 28 março 2025

I worked at Naughty Dog from 2003-2006 on Mark Cerny's ICE Team. We were a secret team inside of Naughty Dog that was tasked with building the base PlayStation 3 engine for all of Sony's PlayStation 3 Launch Titles. As the team artist, I was responsible for all art related development tasks, as well as working with each studio to address their specific game art needs. This ranged from modeling techniques with advanced LOD creation, animation systems, materials/lighting, physics simulations and training all of the studios on the new tools and techniques. In the beginning there was somewhere between 13-16 studios we were working with, and I was the primary art contact between our team and each of the studios. None of these assets were used in a game, only for training and R&D purposes. I am unable to show a lot of the work and documentation due to the work being the property of the individual studios.

ArtStation - Naughty Dog: ICE Team (Modeling, Texturing, and Rigging)

2001 - RealTime — Australia

Công ty cổ phẩn Teacom Việt Nam. PMS, BMS, Quản lý điện năng, tiết kiệm điện, dự án bệnh viện 175
keith bruns - Sr. Technical Artist - Studio Hermitage
Encyclopedia, PDF, Xbox (Console)
Cute Pixelated Corgi #7 - PIXELATED CORGIS

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domain_wordlists/en_US.dic at master · liantze/domain_wordlists · GitHub

PDF) Cultures and Imperialisms ed. by Annalisa Oboe, Maria Paola Guarducci, Antonella Riem & Stefano Mercanti Stefano Mercanti, nicoletta vallorani, Denise deCaires Narain, Serena Guarracino, Quadraro Michaela, Paci Romana, Vincenzo Salvatore

Schiffer Art & Design 2022 by SYINC - Issuu
node-markdown-spellcheck/data/en_AU.dic at master · lukeapage/node-markdown-spellcheck · GitHub

Right Here In Stories about tip talk
Cryptoquip/dictionary.txt at master · CognitiveComputingResearchGroup/Cryptoquip · GitHub

Naughty Dog, LLC - Hitting the ice in style -- a huge thanks to Tony for sharing
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