Brian May

Technical Artist

Specializing in supporting artists, technical design, and bridging the gap between art and engineering to create exceptional player experiences.

Featured Projects

Oculus Quest 1 New User Experience

Quest New User Experience

Oculus, 2018

Wrote surface materials for the entirety of the Quest onboarding experience's environments (First Steps), working in close cooperation with graphics engineers to hit strict performance budgets on an early, constrained standalone VR platform. Used RenderDoc and built-in performance tools daily to profile and optimize rendering on unproven mobile VR hardware.

Shader/Material Authoring RenderDoc Mobile VR Optimization Constrained Platform Technical Art
Pacific Drive

Pacific Drive

Drive, Survive, Repeat, 2023-2024

Helped Ironwood Studios complete and ship Pacific Drive. Led PS5 performance optimization efforts while fixing bugs across all disciplines. Tackled various problem-solving tasks essential to bringing the game across the finish line.

Performance Optimization PS5 Shipped Title Technical Art
Halo Infinite Prototype

Halo Infinite (Prototype)

343 Industries, 2015-2017

Contributed to early prototyping for Halo Infinite, working extensively in Maya and 343's proprietary content pipeline tools. Focused on open-world streaming systems during the game's formative development phase.

Maya Open-World Streaming Proprietary/Legacy Engine Prototyping Technical Art
Halo 5: Guardians

Halo 5: Guardians

343 Industries, 2013-2015

Provided technical leadership supporting environment artists, working extensively in Maya and 343's proprietary pipeline tools. Interfaced closely with tools and engineering teams to get artists the best possible support and keep production moving smoothly.

AAA Maya Technical Leadership Technical Art Proprietary Pipeline Shipped Title
CRUSH DEPTH

CRUSH DEPTH

The ultimate in deep sea terror, 2025

Co-founded Earth Giant studio and developed our debut title. Single-player linear horror game with retro PS1-style aesthetics. Set in a wrecked deep-sea station, players must navigate the environment while avoiding deadly threats. Core team of 5 developers.

Released 2025 Horror PS1 Aesthetic Tiny Team
POLE VAULT

POLE VAULT

You are a stretchy little newt who loves to pole vault, 2025

Built foundational systems for this challenging precision platformer, including camera, character controller, and core movement mechanics. Handled technical art and production logistics. Post-launch, the game developed a dedicated speedrunning community that consistently exceeds our design expectations.

3D Platformer Core Systems Speedrun Community Tiny Team
Combat Champions

Combat Champions

Competitive Multiplayer FPS, C77, 2019-2023

Lead Technical Gameplay Designer responsible for designing and implementing the primary game mode and supporting sub-modes. Worked within a small team structure, contributing across multiple disciplines as needed to achieve project goals.

Lead Technical Designer Multiplayer FPS Game Modes Technical Design
Ooze Odyssey

Ooze Odyssey

Bullet heaven, but heaven is slimy

Solo-developed bullet heaven game featuring slime-based physics gameplay. Designed for accessibility while maintaining strategic depth, encouraging players to experiment with builds across multiple runs. Complete ownership of design, development, and technical implementation.

Solo Dev Bullet Heaven Indie
Pacific Drive: Whispers in the Woods

Pacific Drive: Whispers in the Woods

DLC for Pacific Drive, 2025

Joined Ironwood Studios to implement critical narrative scripting systems for the DLC. Responsibilities included scripting narrative sequences in Unreal Engine, ensuring robustness of narrative elements, and cross-discipline bug fixing during the final production phase.

Unreal Engine Narrative Systems DLC Technical Design

Technical Skills

Game Engines

  • Unreal Engine
  • Custom, Proprietary, and Legacy Engines
  • Unity

Technical Art & Graphics

  • Maya
  • Surface Material / Shader Authoring
  • Performance Profiling & Optimization
  • PS5 Optimization
  • Mobile VR Optimization

Technical Design

  • Gameplay Systems
  • Character, Camera, and Controls
  • Narrative Scripting
  • Constrained/Early Platform Development

Specializations

  • Technical Art
  • Cross-Discipline Collaboration
  • Game Mode Design

Project Types

  • AAA
  • VR
  • Horror Games
  • Platformers
  • Multiplayer FPS
  • Indie Development
  • DLC Production

Let's Work Together

Interested in collaborating? Reach out to discuss opportunities.

✉ BMay1286@gmail.com