Bryan Eppihimer
Bryan Eppihimer
Ex-Principal Character Artist at Meta
Austin, Tx, United States

About

As a Principal Character Artist at Meta with over four years in the role, I focus on crafting immersive, optimized game-ready characters by transforming high-poly sculpts into efficient models and stylized textures. My expertise lies in refining creative workflows and developing robust art pipelines that enhance production efficiency and scalability.

Collaborating with directors and managing the end-to-end outsourcing lifecycle, I ensure seamless vendor integration and asset delivery. With extensive experience in Autodesk Maya, Substance Painter, and PBR workflows, I contribute to maintaining visual fidelity while mentoring junior artists to elevate team performance and artistic quality.

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Skills

DrawingDigital PaintingDigital SculptingSculpting3D ModelingCharacter ModelingPBR TexturingLook Development3D AnimationGame DevelopmentConcept Design

Software proficiency

Softimage
Softimage
3ds Max
3ds Max
Maya
Maya
ZBrush
ZBrush
Substance 3D Painter
Substance 3D Painter
Photoshop
Photoshop
Marvelous Designer
Marvelous Designer
CRYENGINE
CRYENGINE
Unreal Engine
Unreal Engine
xNormal
xNormal
TopoGun
TopoGun
Marmoset Toolbag
Marmoset Toolbag

Productions

    • Video Game
      Marvel Deadpool VR
    • Year
      2025
    • Role
      Principle Character Artist
    • Company
      Meta - Twisted Pixel Games
    • Video Game
      Remnant 2
    • Year
      2023
    • Role
      Senior Character Artist - Additional Dev
    • Company
      Gunfire Games
    • Video Game
      Remnants: From the Ashes
    • Year
      2019
    • Role
      Sr. Character Artist
    • Company
      Gunfire Games
    • Video Game
      Darksiders III
    • Year
      2018
    • Role
      Senior Character Artist - Additional Dev
    • Company
      Gunfire Games
    • Video Game
      Breach
    • Year
      2019
    • Role
      Freelance Character Artist
    • Company
      QC Games
    • Video Game
      Smite Tactics
    • Year
      2017
    • Role
      Freelance Character Artist
    • Company
      Hi-Rez Studios
    • Video Game
      The Culling
    • Year
      2016
    • Role
      Freelance Character Artist
    • Company
      Xaviant
    • Video Game
      Smite
    • Year
      2016
    • Role
      Freelance Character Artist
    • Company
      Hi-Rez Studios
    • Video Game
      Heroes of Newerth
    • Year
      2015
    • Role
      Freelance Character Aritist
    • Company
      Frostburn Studios
    • Video Game
      Lichdom: Battlemage
    • Year
      2014
    • Role
      Senior Character Artist
    • Company
      Xaviant
    • Video Game
      Virtual World of Kaneva
    • Year
      2008
    • Role
      Art Director
    • Company
      kaneva
    • Video Game
      Realtime Gaming Casino Suite
    • Year
      2000
    • Role
      Art Director
    • Company
      Realtime Gaming
    • Video Game
      Wizards and Warriors
    • Year
      2000
    • Role
      Animator, Texture artist, Modeler
    • Company
      Heuristic Park, Inc.
    • Video Game
      Nox
    • Year
      2000
    • Role
      Animator
    • Company
      Heuristic Park, Inc.

Experience

  • Character Artist (Contract) at THQ Nordic - Gunfire Games
    Austin, US
    March 2026 - Present

    ● Developing high-quality character assets aligned with established visual direction and performance targets

    ● Supporting production scalability through efficient asset creation and iteration workflows

  • Principal Character Artist at Meta
    Austin, Tx, US
    January 2021 - March 2026

    ● Led the production of 170 distinctive characters for Marvel’s Deadpool VR

    - Prepped all asset for Marvel approval process

    - Initial rig set-up for tech art

    - Ensuring cutmesh are working properly

    - Tweaked materials/textures to balance with lighting

    ● Established pipeline improvements that reduced outsourcing turnaround time by 75%

    ● Adapted to Marvel’s eye and increased the rate of Marvel approval from weeks to daily

    ● Managed feedback loop with Chinese outsourcers; providing daily redlining

    ● Partnered with Directors to evolve visual style and pipeline strategy, ensuring consistency across large-scale projects

    ● Mentored internal and external artists, elevating overall team quality and consistency

  • Senior Character Artist at Gunfire Games
    Austin, Tx.
    February 2018 - January 2021

    ● Led character pre-visualization efforts for Remnant 2 for 8 months

    - Established key art that met the Creative Directors vision

    - Developing procedural workflow in zBrush and Substance Painter

    - Managed outsource production to Remnant 2 pre-vis quality bar

    ● Created high-fidelity characters from concept through engine integration using industry-standard PBR workflows

    ● Collaborated with leadership to refine pipelines and improve iteration speed during style exploration phases

    ● Shared best practices with team members through ever changing production challenges

  • Character Artist at Freelance
    Canton, Ga
    April 2015 - February 2018

    • Conceptualized and realized diverse character assets from initial sketch to final engine integration, prioritizing visual identity and

    technical efficiency.

    • Collaborated on the end-to-end creation of character assets across various genres and styles.

    • Partnered with notable clients including Hi-Rez Studios, GameLoft - NOLA, Frostburn Studios, Garena, and Xaviant.

    • Developed strong skills in character modeling, asset tracking, and asset optimization, contributing to diverse artistic styles and

    enhancing project.

  • Senior Character Artist at Xaviant
    Cumming, Ga
    November 2008 - April 2015

    • Developed Stylized-realism character sculpts and game-optimized assets, achieving 1:1 visual fidelity with concept designs.

    • Collaborated with the Art Director to establish visual benchmarks and streamline production pipelines.

    • Mentored a team of character artists, fostering a collaborative environment and maintaining AAA production standards.

  • Art Director at Kaneva
    Atlanta, Ga
    January 2007 - November 2008

    • Oversaw art team operations and managed external production pipelines, ensuring seamless project execution.

    • Negotiated service level agreements (SLAs) with global vendors, optimizing resource allocation and reducing costs by 50%.

    • Established technical art standards and realistic production timelines, aligning creative goals with business objectives.

  • Art Director at RealtimeGaming
    Atlanta, Ga
    February 2002 - January 2007

    • Standardized quality controls and deadlines within the art department, enhancing team efficiency.

    • Led multilingual art localization for seven languages, ensuring smooth international game deployment.

    • Managed the end-to-end production of 35+ games from concept to launch, fulfilling the high-stakes requirements of 50+ global

    clients.

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