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Ryan Bradford is currently a Contract 3D Environment Artist currently working with Drift.io. Skilled in Maya, Blender, Adobe Photoshop, Substance Painter, Substance Designer, Unreal Engine 5, and Unity. Utilizing these programs I sculpt organic and hard surface models, texture with hand painting and PBR workflows, optimize stylized or realistic assets, and implement projects into real time rendering engines. I have a strong art and design background focused on games, illustration, and branding.
I have always had a passion for design/illustration/ and artistic creation . As a kid, you could always find me with a sketch pad and pencil. My love of creating and producing was taken to new levels during my studies of 3D design and animation while at Pratt Institute. Here, I was able to develop my skills as I was introduced to new software and techniques such as Autodesk Maya, Z brush and the Adobe Programs.
I was a huge buff on animated films growing up. Beyond just watching them, I dove into the history of the industry and fell in love not just with animation, but also the people and teams behind making it. It inspired me to make my own art, which proved to be the greatest outlet for all my thoughts, and led to the strongest connections I’ve ever developed with other people.
Throughout my childhood I was always interested in more artistic endeavors-- drawing and creating stories, immersing myself in the worlds created by others in the media I loved. I had never seen this as a real career prospect until late in my highschool career, when I realized that all the things I had loved and dreamed of creating were made by others, just like me, who were passionate about their craft.
When I was 3 years old, I drew an almost-exact replica of the Flintstones just from watching an episode on TV; since then, cartoons and characters have been the driving force of my life. Any non-creative work that I've taken has solely been for sustainability, but I've always known that I needed to make animations.
I first realized that I wanted to work in the entertainment industry way back when I first saw Spirit: Stallion of the Cimarron (DreamWorks) back in 2002 (age 6) on a video with bonus features. I discovered my first 'behind the scenes' look at a film and realized that artists actually created the characters on screen. Years later I learned about 'art books' and became addicted to seeing early sketches and designs for film and games. I knew that I wanted to join this world of concept and design.