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Matt Motter Resume

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Matt Motter

(760) 815-7183 • motter01@gmail.com • mattmotter.com





SUMMARY OF QUALIFICATIONS:



Skilled environment artist with an ability to work on a team, communicate, stay on task and

follow strict guidelines in order to produce assets in a timely fashion, in keeping with the limits

and style asked to be reproduced. Able to work under high stress situations. Adaptive ability to

incorporate an optimized workflow into any pipeline, quickly creating assets with good edge

flow, efficient UV mapping, photo realistic and hand painted textures.





SOFTWARE / TECHNICAL KNOWLEDGE:



 Maya  UV Unwrapping

 3D Studio Max  Modular Modeling

 Photoshop  High & Low poly Modeling / Baking

 zBrush  Diffuse, Specular, Normal Mapping

 Unreal Development Kit / UE3  Ambient Occlusion, Height Mapping





EDUCATION:



The Art Institute of California-San Diego, Bachelor of Arts, Game Art & Design June 2011





CREATIVE EXPERIENCE:



Team Corruption-Environment/Texture Artist

Sony Mentor Program with Joe Shoopack, Director of Art Direction, SOE

Game Prototyping was a team made up of 11 members in which we were given 2 quarters (6 months) to create a node based map

in UDK. The map was based on Everquest 2. We were supervised and critiqued every other week by Sony Online Entertainment.

 Created and developed assets and textures based on Everquest’s styles, textures and color

palettes

 Produced and developed original textures which provided the reference for the team

 Based models on concepts provided by artists





Unearthly Challenge, Team Heroic Muffin- Environment/Prop Modeler

A team of 3 including myself, were given strict guidelines to adhere to. No more than 3 people, a total of 250,000 triangles, and no

more than 4096x4096 textures for spec, Diffuse, Specular and Normal. From this we had to portray "End Game" as a game level, or

occurrence that suggests an end is coming.

 Generated main 3d structures for environment as well as 2d concepts based on team

consensus

 Assets were generated while staying true to a photorealistic cohesion based on concepts

and color palettes

 Produced tile-able texture sheet which provided for all textures needed.



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