Matt Lewis - Modeling
***********@*****.*** 416-***-****
Summary
● Leading a team of modeling artists in a fast paced production environment
● Ensuring modeling team adheres to specific technical standards easing in the production of all assets through the pipeline
● Quality control and testing assets for transfer to downstream departments
● Anticipating art director’s stylization to assets designs and leading the modeling team to proactively apply creative details subsequently minimizing revisions necessary.
● Developing a 200+ piece modular component system for large scale cityscape construction in very specific architectural styles
● Creating optimized complex city landscapes with interlocking infrastructure and significant amounts of set dressing
Proficiencies
Maya, 3DS Max, Z-brush, Uv Layout, Substance Painter, Unreal Engine, Photoshop, Python, mySql, Unity, Houdini, Linux
Professional Experience
Atomic Cartoons - “Zombies”, “Spidey & Amazing Friends” & Un-announced Project - Mar 2023 - Feb 2025
● Creation of a variety of large scale, high resolution environments.
● Modeling a large variety of set pieces and props adhering to the design details needed while ensuring maximum re-usability.
● Quality control checking assets created by the modeling team to make sure everything is conforming to model requirements and necessary levels of detail.
● Collaborating with art to expand on designs and provide necessary draw over elements
● Sculpting of detailed forest terrain and pathways of forested regions surrounding sandstone geyser formations.
● Modeling complex mechanical devices that expand and fold up into vastly different volumes.
● Modeling of intricate interconnected complex machinery capable of separating into usable individual components.
Company 3 - “Alvaro: Reignition” & “What If” - Mar 2022 - Nov 2023
● Creation of large set pieces that transform into exploded variations while maintaining clear character pathway running surfaces.
● Kitbash creation of large scale industrial factories surrounding central performance location.
● Maintaining strong silhouettes and negative space to enhance the painterly design esthetic.
● Creation of natural housing structures with interchangeable details to have maximum reusability with minimal assets.
● Modeling of detailed warships and their interiors while maintaining the easily identifiable silhouette and hard shadow details.
Cinesite - “Paws of Legend”, “HitPig” & “Iwaju” - May 2021 - Feb 2022
● Leading team of modelers in daily rounds and personal catch up meetings to ensure they are able to complete their assets.
● Assisting in any troubleshooting needed by artists to ensure they are able to focus on what is most important to complete their work to the best of their ability.
● Strategizing methods with production to ensure the department can continue to adhere to established goals.
● Reviewing render submissions to present to client upon their completion and quickly expediting any notes or changes that the client requires to assets.
● Demonstrating modeling methods to artists that will add asset detail while also assisting surfacing efficiency.
● Sculpting large scale ice and snow landscapes with icy buildup around rock outcroppings.
● Modeling of Japanese style palace exterior and surrounding sculpted landscape of hills with exposed cliff faces.
Animal Logic - “The Lego Movie 2 – The Second Part” & “DC League of Super Pets” - Sep 2016 - Nov 2021
● Prototyping various building style tile sets to construct a procedurally generated metropolis.
● Gathering and adjusting various collections of GIS data to feed into a custom procedural generated building system.
● Constructing neighbourhoods tailored to match different city regions all using the same modular building components and existing set dressing.
● Modeling the interior and exterior of Clark’s apartment as a baseline for stylistic development.
● Construction of preliminary set locations from storyboards to be used for previs shot planning.
● Building intricate, industrial sets using exclusively repurposed setpieces from storyboards.
● Leading teams in production of complex sets through to completion with minimal art direction.
● Establishing tilesets for large scale procedural generation of structures utilizing specific architectural styles.
● Large scale pre-vis set development for the vast array of production sets.
● Modeled photorealistic LEGO brick elements for post-apocalyptic character armors, ensuring the minute details to enhance visual authenticity.
Arc Productions - “Lego Marvel Avengers: Reassembled” & “Trollhunters” - Dec 2014 - Aug 2016
● Leading a team of modelers to ensure all assets are created to the same high standards
● Ingesting and quality control of both internal and external asset injection reviewing all assets and distributing required notes to artists.
● Delegating tasks to the modeling team to optimize our productivity while ensuring a steady flow of assets downstream to surfacing.
● Previs of townscapes and training fields to establish possible camera positions.
● Designing many 3d structures and various silhouette illustrations while maintaining the desired visual esthetics.
● Assisting with modeling of primary characters and complex mechanical interior elements.
● Overall environmental adjustments tailoring procedural generation towards camera, focusing in key animation regions.
Toonbox Entertainment - “Bolts & Blip” & “The Nut Job” - Dec 2008 – Aug 2013
● Modeling complex vehicle exterior & interior with blend shapes to animate progressive damages during collisions.
● Ensuring models maintained the desired ‘wonky’ but realistic esthetic while maintaining functionality as to not impact animation complexity.
● Modeling and texturing of large scale environments.
● Creating modular set elements to generate a large scale environment.
● Created detailed character models ensuring re-use of internal mechanical systems to ensure character style cohesion.
● Established character texturing palette to expedite the character texturing process and ensure cohesion between a large number of characters.