Matt Wood
Salt Lake City, Utah, United States - **********@*****.*** - 801-***-****
Portfolio:https://www.artstation.com/mattjwood Linkedin:https://www.linkedin.com/in/matthewwood81/ Summary
Experienced 3D Artist with 15+ years of industry experience. Skilled in creating high-quality 3D content using industry-standard tools like Maya, Substance Painter, Zbrush, Unreal, and Unity. Proficient in PBR workflows and optimization techniques to ensure high-performance visuals. Adept at collaborating with teams to deliver high-quality assets within tight deadlines. Skills
• Comprehensive knowledge of the creation of high-quality 3D art and game assets based on specific specifications
• Asset construction, hard-surface and organic modeling, textures and materials, lighting, VFX, collision, lods, and gameplay-related setups.
• Knowledgeable of Physically Based Rendering (PBR) techniques.
• Expert understanding of art fundamentals, color theory, light theory, and design.
• Creation of realistic and stylized sculpts using ZBrush.
• Up to date with current industry tools such as Substance, Zbrush, Quixel, Maya, and Photoshop.
• Developed and shipped games utilizing Unity, Unreal, and proprietary engines.
• Flexible to changing schedules and tight deadlines.
• Team-oriented and works across disciplines with art directors, designers, and programmers.
• Creation of style guides, gathering of references, and documenting workflows and procedures.
• Self-motivated, independent, and has proven ability to self-manage, work with limited art direction, and meet deadlines.
• Ability to mentor, create videos, and share specific crafts, techniques, tools and processes related to environment art.
• Optimizing and working within engine constraints set by designers and programmers. SOFTWARE
• Maya
• Substance Painter/Designer
• Zbrush
• Unreal
• Unity
• Quadspinner Gaea
• Vray
• Quixel Megascans/Mixer
• Photoshop
• Miro
• Jira and Confluence
• Perforce
• Microsoft Word, Teams, Excel, Outlook, Slack
Experience
Lost Boys Interactive Senior Environment Artist II / Madison, WI (Remote SLC, UT) / 2023-2024
-Composing appealing and interesting interactive spaces through the world-building process.
-Utilizing Unreal Engine 5 latest toolsets, Nanite, Lumen, procedural graph.
-Creation of environment assets/textures/materials through industry-standard modeling/sculpting techniques.
-Adhering to the latest PBR workflows.
-Close collaboration with Art Directors and Level Designers to maximize the visual experience without compromising gameplay.
-Communicate with and match our partner studio's development processes. Projects:
New World Aeternum (Proprietary Azoth Engine) Platform: PS5, Xbox, PC Remnant 2 (Unreal 5) Platform: PS5, Xbox, PC
Unreleased Post-Apocalyptic Strategy Sim (Unreal 5) Platform: PC Unreleased AAA first-person shooter (Unreal 4) Platform: PS5, Xbox, PC Electronic Art Senior Environment Artist / Pasadena, CA (Remote SLC, UT) / 2021-2023
-Redefining and setting new standards for AAA mobile development by creating high-quality environment assets.
-Worldbuilding and map ownership, Contribution of original ideas towards all aspects of content production.
-Close collaboration with tech art on asset iteration and integration into the engine.
-Working closely with outsource partners, reviewing assets for consistency and quality.
-Close collaboration with art directors, design team, and concept artists on maintaining IP design and style. Projects:
Battlefield Mobile (Unreal 4) Platform: IOS, Android Unreleased Star Wars Strategy game (Unity) Platform: IOS, Android Allegion Senior 3D Artist / Indianapolis, IN / 2018-2021
-Close collaboration between creative and industrial design teams to develop an in-house rendering process for product visuals.
-Development of process to convert CAD models for use within Maya/Vray and output photo realistic images.
-Retop, UV layout, material creation, light setup, and staging of assets within Maya.
-Rendering pipeline management, including close collaboration with the graphic design team, outsourcing partners, and vendors.
-Documenting workflow, mentoring junior artists, and interviewing candidates to expand the team. Projects:
Schlage Product Renders (Maya, Vray) Advertisement and E-Commerce CastAR Senior 3D Artist / Salt Lake City, UT / 2016-2017
-Environment creation and development on unique augmented reality hardware.
-Map ownership, terrain building and prop modeling, UV layout, and texture creation.
-Vehicle modeling, UV layout, texture creation and setup within the engine.
-Developed workflow for lighting, normal map baking, and environment asset integration into a unique AR game engine.
-Worked closely with tech artists to reduce draw calls and optimize environment assets for a smooth AR gameplay experience. Projects:
Off-Road Elimination (Unity) Platform: CastAR AR System Eat Sleep Play/ Zynga Senior 3D Artist / Salt Lake City, UT / 2012-2016
-Creation of characters and adhering to strict guidelines and art direction set by partners IP.
-Character modeling, UV layout, material and texture creation, hand-painted stylized workflow.
-Creation of modular buildings and props.
-Pre production and planning, assistance with concept art creation. Projects:
Cars VS Bosses (Unity) Platform: IOS, Android
Ice Age Arctic Blast (Unity) Platform: IOS, Android Looney Tunes Dash (Unity) Platform: IOS, Android
Running With Friends (Proprietary Engine) Platform: IOS, Android Eat Sleep Play/ Sony Senior Environment Artist / Salt Lake City, UT / 2009-2012
-Development of large scale highly interactive gameplay maps ranging from urban to natural landscapes.
-Construction of destructible buildings, props, and foliage including several destruction states and rubble modeling.
-Map ownership and optimization, including building collision, clipping meshes, and blocking line of sight to reduce draw calls.
-Assisting with setup of destruction, VFX, lighting, and additional prototyping of new game mechanics within the game environments. Projects:
Twisted Metal PS3 (Proprietary Engine) Platform: PS3 Sensory Sweep Senior Environment Artist / West Valley City, UT / 2007-2008
-Map ownership, construction of environment art and prop assets, dividing tasks amongst team members.
-Adhering to strict established art direction set by licensed IP and publishing partners.
-Collaborating with tech artists to prototype and set up environment VFX within a proprietary engine.
-Setup of layered materials and baked light maps for use within proprietary engine and development on PS3/Xbox360. Projects:
The Oregan Files Unreleased FPS Game (Unreal) Platform: PS3, Xbox360, PC The Tales of Despereaux (Proprietary Engine) Platform: PS3, Xbox360, PC Jackass (Proprietary Engine) Platform: Nintendo DS Dirty Harry (Proprietary Engine) Platform: PS2, Xbox, Wii, PC Sensory Sweep Junior Environment Artist / Draper, UT / 2005-2007
-Environment creation from block out to finish.
-Terrain, architectural and prop modeling, UV layout, texturing, collision setup for Nintendo DS and PSP.
-Lighting setup and baking utilizing vertex color system.
-Map management and optimization within a proprietary game dev engine. Projects:
The Da Vinci Code (Proprietary Engine) Platform: PSP Need for Speed Most Wanted (Proprietary Engine) Platform Nintendo DS Crash Tag Team Racing (Proprietary Engine) Platform Nintendo DS EDUCATION
Salt Lake Community College
A.A.S Visual Art & Design/ Animation
AWARDS
Best of show (Animation) Utah Multimedia Arts Festival 2002 Second place (Animation) Utah Multimedia Arts Festival 2001 Certificate of appreciation for the creation and promotion of 211 public service announcement