Bradd McBrearty

San Diego Metropolitan Area Contact Info
2K followers 500+ connections

Join to view profile

About

Bradd McBrearty is a highly experienced Creative and Technical Director with over 15…

Experience & Education

  • Muddy Robot Games

View Bradd’s full experience

See their title, tenure and more.

or

By clicking Continue to join or sign in, you agree to LinkedIn’s User Agreement, Privacy Policy, and Cookie Policy.

Projects

  • Saw X: Survive the Obby

    -

    Partnering with Lionsgate and Xbox, I lead the team in bringing the first 17+ experience to Roblox. Leveraging our previous experience bringing high-fidelity content to Roblox, I lead the implementation of custom animation state machines and a robust events system to give our players the best possible experience, and to increase my team's creative velocity.

  • Secret Neighbor: Roblox Edition

    -

    I oversaw the creation of custom tools to rebuild this title, originally built in Unity and distributed on Steam, to the Roblox platform in full fidelity, implementing the same assets used in the original game. This required building custom state-machines, custom culling systems, and scripting advanced visual effects tools not present in the Roblox toolkit.

  • Tetris Beat

    -

    Tetris Beat combines the classic gameplay of Tetris with Rhythm Mechanics and original music from up and coming producers around the world. Each song has a custom world which reacts in real-time to the players actions, and the music. I created level editing and animation tools for camera control, shaders animation, and reactive VFX which empowered our artists to integrate the gameplay and music programmatically into the art created for the game.

  • Ultimate Rivals: The Court

    -

    As Chief Product Officer overseeing production of "The Court", I was responsible for everything related to production, other than the Visual Style and Gameplay, which our CEO owned personally. I implemented the content pipeline and oversaw the character and level assets created by our team and multiple vendors, through multiple ground-up revisions to meet the exacting standards presented. I oversaw staff development and championed the needs of the team. Working closely with the Technical Art…

    As Chief Product Officer overseeing production of "The Court", I was responsible for everything related to production, other than the Visual Style and Gameplay, which our CEO owned personally. I implemented the content pipeline and oversaw the character and level assets created by our team and multiple vendors, through multiple ground-up revisions to meet the exacting standards presented. I oversaw staff development and championed the needs of the team. Working closely with the Technical Art Director and Animation Director, I pitched in as needed to ensure we met every milestone at a quality level that positively reflected the efforts of the team. I personally contributed to the User Interface, Lighting, Visual Effects, Character Animation, World Animation, Models, and Textures from the very first prototype, on top of my primary production responsibilities.

  • Ultimate Rivals: The Rink

    -

    I began this project as the Technical Art Director, overseeing game from early prototypes through Launch and into Live Ops.
    I built and oversaw the entire content production pipeline, turning the dreams of our eccentric and visionary art director (https://www.artstation.com/branislav_perkovic) and the incredible designs of our concept artist (https://www.artstation.com/crazybrush) into playable 3D assets. I had a small, extremely talented team of specialists, but I was responsible for the…

    I began this project as the Technical Art Director, overseeing game from early prototypes through Launch and into Live Ops.
    I built and oversaw the entire content production pipeline, turning the dreams of our eccentric and visionary art director (https://www.artstation.com/branislav_perkovic) and the incredible designs of our concept artist (https://www.artstation.com/crazybrush) into playable 3D assets. I had a small, extremely talented team of specialists, but I was responsible for the final quality of The Rigging and Animation, Lighting, Visual Effects, and User Interface.

    After successfully pitching the game to the Apple Arcade team, I was promoted to Chief Product officer where I was responsible for the overall quality of the game, and more importantly the health and morale of the team.

    The game was built in Unreal Engine 4.
    Visual Effects were created with a combination of Cascade and Niagara.
    Simulations were done in Houdini, and implemented using a custom VAT implementation.
    Wwise was used for positional audio and programmatic audio effects, using the player's speed, collision intensity, and time scaling effects to give the maximum punch to feedback from Visual Effects and in-world audio.

  • Disney's Enchanted Tales

    -

    On this project, I oversaw all character modeling, rigging, and animation. I provided daily feedback and critiques to a team of 10 animators. I was also responsible for maintaining the content pipeline and working with engineers to develop tools to improve the process. As the resident Unity expert, I was responsible for creating all in-game lighting to match the Art Directors vision. Additionally, I created and implemented all particle effects.

  • Disney's Ghosts of Mistwood

    -

    I was personally responsible for creating and delivering all the 3D assets for two new content updates each week. I created over 100 buildings, complete with multiple building-stages, and environmental animation. Additionally, I created supporting props, and rigged and animated paper-doll style characters. I also helped to create tools to optimize file sizes and visual fidelity of assets in-game.

  • Disney Hidden Worlds

    -

    Our team took over sunsetting Disney Hidden Worlds, but due to the circumstances there was no knowledge transfer or documentation provided. I reverse engineered the content creation system and built tools so that our team was able to deploy the remaining content, and conclude the games overarching narrative.

  • Conspiracy - Playstation Home

    -

    Conspiracy was an entirely unique action puzzle game built for Playstation Home.

  • Highborn

    -

    'Highborn' was a tactical strategy game from the creators of 'Command & Conquer', available on iOS, and Android, and a remastered version featuring all new 3D graphics available on Steam.

Recommendations received

View Bradd’s full profile

  • See who you know in common
  • Get introduced
  • Contact Bradd directly
Join to view full profile

Other similar profiles

Explore collaborative articles

We’re unlocking community knowledge in a new way. Experts add insights directly into each article, started with the help of AI.

Explore More

Add new skills with these courses