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Brian Keffer

Game Credits


Polaris SnoCross (2000)   (Level Design)


Marvel Avengers (2020)   (Senior Artists)
Asgard's Wrath (2019)   (Additional Art & Animation)
Rise of the Tomb Raider: 20 Year Celebration (2016)   (Additional Art)
Rise of the Tomb Raider (2015)   (Additional Art)
Sly Cooper: Thieves in Time (2013)   (Environment Artists)
Mystery Case Files: The Malgrave Incident (2011)   (Art)
Tomb Raider: Underworld (2008)   (Environment Artists)
Tomb Raider: Underworld (2008)   (Environment Artists)
X-Men: The Official Game (2006)   (Lead Environment Artists)
Tony Hawk's Pro Skater 4 (2002)   (Artists)
Whiteout (2002)   (Artist)
Polaris SnoCross (2000)   (Artists)
NASCAR Craftsman Truck Series Racing (1999)   (3D Artists)
NASCAR Racing: 1999 Edition (1999)   (3D Artists)
Grand Prix Legends (1998)   (3D Artists)


Terminus (2000)   (Cast - Video)


Battlefield 3: End Game (2013)   (Ninja Dojo (Black Belt) 1.0.0 maya script ©)
Battlefield 3: Aftermath (2012)   (Ninja Dojo (Black Belt) 1.0.0 maya script ©)
Battlefield 3: Armored Kill (2012)   (Ninja Dojo (Black Belt) 1.0.0 maya script ©)
Battlefield 3: Close Quarters (2012)   (Ninja Dojo [Black Belt] 1.0.0 maya script ©)
Battlefield 3 (2011)   (Ninja Dojo (Black Belt) 1.0.0 maya script @)
Battlefield 3: Back to Karkand (2011)   (Ninja Dojo (Black Belt) 1.0.0 maya script ©)


Lara Croft and the Guardian of Light (2010)   (Additional Support)


Spyro: Reignited Trilogy (2018)   (Special Thanks)


The Sly Collection (2010)   (Sanzaru Games)
Crash Nitro Kart (2003)   (Game Development Team)

Developer Biography

Brian Keffer has been in the game industry since 1997 as a 3D environment artist focusing on the development of efficient modeling and texturing techniques. These techniques allows him to create high quality environments on time and have been used to successfully ship numerous titles on multiple game platforms. In addition to his industry experience, his architectural background gives him the ability to conceptualize all elements of world creation, from landscapes and architecture to lighting and mood.

Having knowledge of the technical limitations of game platforms and the ability to overcome them, he has effectively used various tools and techniques, which have enabled him to focus on quality and timeliness. Through his development of MEL scripts and 3DS Max scripts, He has been able to automate redundant modeling tasks. This time savings allowed him and his coworkers to concentrate on polishing details, such as lighting, animations, and special effects; details that are essential to the development of the character and visual impact of the environments.

Last updated: Jul 14, 2011

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