Matt Pierson

Environment Artist

MKPierson@gmail.com        Phone:630 248 5928      


Education

The Illinois Institute of Art- Chicago
Bachelors of Fine Arts in Videogame Art and Design
            Graduation: September 2007

 

Software Experience

  • Autodesk Maya
  • Adobe Photoshop
  • Pixologic zBrush
  • Unreal Engine 3
  • Source Engine 
  • UDK Mobile
  • RayFire


Industry Experience

Warner Brothers Games: NetherRealm Studios - Chicago, IL
Associate Environment Artist (Nov 2011 - Present)

Mortal Kombat X - Unreal Engine 3 - Xbox One, Playstation 4, PC, Xbox 360, Playstation 3

    • Created advanced materials to streamline work for fellow environment artists and create hero pieces for arenas.
    • Used World Position Offset animation (WPO) on all in-game foliage and other various detail pieces.
    • Hand Animated/Simulated major "destruction events"  and other animations for background cinemas.
    • Utilized Unreal Kismet to script background destruction events and other animations.

Injustice: Gods Among us - Unreal Engine 3 - Xbox 360, Playstation 3, WiiU

    • Hand Animated/Simulated major "destruction events"  and other animations for background cinemas.
    • Utilized Unreal Kismet to script background destruction events and other animations.
    • Created original, high quality 3D environment assets. (Mesh, UVs, materials).
    • Utilized existing meshes to create destroyed/heavily damaged assets.
    • Created original, high quality 3D assets for pre-rendered cutscenes.
    • Built accurate, efficient "block out"environments based on concept images.
    • Created and used scripted cinemas to capture data and optimize texture resolutions.

Batman Arkham City: Lockdown - Unreal Engine 3 - Apple iOS

    • Created low poly models based on existing, high poly models.
    • Optimized textures and materials for mobile devices.
    • Meticulously arranged UV layouts for optimum texture space and lightmap resolution.
    • Combined meshes into groups to reduce draw calls and increase performance.

Mortal Kombat Komplete - Unreal Engine 3 - Playstation Vita

    • Created low poly models based on existing, high poly models.
    • Optimized textures and materials for hand-held device.
    • Arranged UV layouts for optimum texture space and lightmap resolution.
    • Combined meshes into groups to reduce draw calls and increase performance.

Impromptu Games - Melbourne, Australia
Lead Environment Modeler (Sep 2008 - Oct 2011)

InFlux - Unreal Developers Kit - PC

    • Created original, high quality environment models. (Mesh, UVs, materials)
    • Created efficient and high quality materials for environment meshes.
    • Worked closely with other modelers to ensure consistency and quality of art assets.
    • Helped in review and hiring process of new environment artists.
    • Rigged and animated creature models for in-game use.
    • Rigged and animated environment assets for in-game use.

Shotgun Sunrise - Valve Source Mod - PC

    • Created original environment props for placement in engine.(Mesh, UVs, materials)
    • Worked closely with other modelers to ensure consistency and quality of art assets.
    • Created high poly, first-person view weapon models.
    • Rigged and animated weapon models.

 

Awards / Nominations

Shotgun Sunrise- Nominated for Best Multiplayer Mod of the Year 2009 by ModDB.com

 

References

Eric Lenerville - Environment Technical Artist - NetherRealm Studios

Joe Wintergreen-Arthur - Founder - Impromptu Games

Jonathan Yandell - Composer and Audio Director

Jessica Johnson - Professional Animator - Mack Hammer Productions

Contact information available upon request.