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They make a way. - Maryland Institute College of Art

They make a way. - Maryland Institute College of Art

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Brian Martel ’93 PRINTMAKING<br />

Co-Founder, Executive Vice President and <strong>Art</strong> Director,<br />

Gearbox S<strong>of</strong>tware / Plano, TX<br />

“Now is one <strong>of</strong> the best times to be an artist—especially if<br />

you are in the tech field. Whether you are doing special effects,<br />

modeling for gaming and movies, web art, design work, or<br />

illustration, every year it gets better and better. But when I<br />

look at an artist, I want to know how well their fundamental<br />

training is. Foundation is very important; you have to be able<br />

to convey your ideas to the people you are working with.”<br />

Few executives have a video game console on<br />

their desk at work—much less <strong>make</strong> active use<br />

<strong>of</strong> it as a key part <strong>of</strong> their job. For Brian Martel,<br />

a founder <strong>of</strong> the 200-person strong Gearbox<br />

S<strong>of</strong>tware company, it’s all in a day’s work. He is<br />

also the principal art director for the company,<br />

which has worked with the franchises that have<br />

defined today’s gaming industry, such as Halo and<br />

James Bond, and has created the successful new<br />

franchises Brothers in Arms and Borderlands.<br />

Like many <strong>of</strong> MICA’s most talented students,<br />

Martel was a transfer student to MICA, studying<br />

printmaking. He can trace the path <strong>of</strong> his success<br />

through MICA. In fact, his early exposure to the<br />

gaming industry came as a direct result <strong>of</strong> the<br />

network he built while at the <strong>College</strong>. Games were<br />

becoming much more elaborate and companies<br />

needed artists with strong backgrounds in painting<br />

and drawing to bring virtual worlds to life. A MICA<br />

alumnus in Hunt Valley, <strong>Maryland</strong> recruited several<br />

students as interns, including Martel.<br />

His first job after college was working on a<br />

simulation game, but he soon found that he<br />

wanted more freedom to create expansive,<br />

immersive experiences. He helped found a company<br />

prior to Gearbox, it is worth noting, that was not a<br />

huge success, but Martel was secure enough in his<br />

ability not to fear failure. He later tapped into his<br />

MICA network to help him land the contract that<br />

helped launch Gearbox, and the rest is history.<br />

Al<strong>way</strong>s the type <strong>of</strong> artist who likes to collaborate<br />

with people—bouncing ideas <strong>of</strong>f <strong>of</strong> each other<br />

and pushing others to create their best work—<br />

Martel <strong>make</strong>s a point <strong>of</strong> realizing the value in<br />

every employee. It has helped him create a culture<br />

<strong>of</strong> teamwork at Gearbox where employees think<br />

outside the box to figure out the right<br />

<strong>way</strong> to do things.<br />

THE EXTRAORDINARY ATTENTION PAID TO EACH<br />

DETAIL, MARTEL SAYS, CAN BE TRACED TO THE<br />

ARTMAKING PROCESS HE LEARNED AT MICA.<br />

Martel’s desire to al<strong>way</strong>s want to know more<br />

helps him stay ahead <strong>of</strong> the breakneck pace<br />

<strong>of</strong> technological evolution that defines the<br />

video game industry. Now a member <strong>of</strong> MICA’s<br />

Board <strong>of</strong> Trustees, he can also trace another<br />

success back to MICA—meeting future wife<br />

Meghan Martel ’95.<br />

ENTERPRISE<br />

MARYLAND INSTITUTE COLLEGE OF ART 2012 ANNUAL REPORT<br />

43

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