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Matt Olson
Matt Olson
Artist
Orange County, United States

Summary

VIDEO GAME DEVELOPMENT
Talented game artist with an impressive portfolio and record of driving creativity for diverse console and PC games. Passion for creating sharp, exciting, and unique environments that immediately entice gamers. Track record of meeting demanding deadlines, communicating effectively with cross-functional teams, and leading by example. Dedicated to finding the most cost-effective and creative solutions for all challenges. Known for taking a hands-on approach in directing and collaborating artists, collaborating with team members, and bringing creative concepts to life. Looking to becoming a dedicated individual contributor focused on environment art creation.

Skills: High and Low Poly Modeling, Texture Painting, PBR Material/Shader Creation, Lighting, Scene Management as it Pertains to Memory and Frame Rate Optimization, Conceptual Art.

Software: Maya, 3DStudioMax, Photoshop, ZBrush, CryEngine, UE4, UVLayout, XNormal, Substance Painter, Quixel Suite

Shipped Titles:
Evolve
Front Mission: Evolved
Silent Hill: Homecoming
Da Vinci Code: The Game
Getting Up: Contents Under Pressure
Star Wars Episode III: Revenge of the Sith
Wrath: Unleashed

CAREER SUCCESS
TURTLE ROCK STUDIOS, Lake Forest, CA
Senior Environment Artist | August 2011 - Present: Designed models, textures, lighting schemes, and environmental art for EVOLVE which shipped on PS4, XBOX One and PC. Built and managed environment art, mainly focused on man-made structures and vehicles for full-scale multiplayer maps. Utilized best practices to complete tasks on time and with high quality. Demonstrated superior modeling and texturing skills. Responsible for R&D into visual styles to compete with current industry standards that pertained to modeling, lighting, and advanced materials. Advanced knowledge of CryEngine technology as it pertains to world building.
Projects: Evolve

DOUBLE HELIX GAMES, Irvine, CA
Art Director | 2008 to 2011: Develop designs for characters, environments, user interfaces, and playable prototypes for a game designed for the XBOX360 and PS3 consoles. Lead and motivate art teams to peak levels of performance; conduct employee evaluations. Ensure levels perform optimally while maintaining full adherence to specifications. Create style briefs with photographic samples and concept art. Continualy enhance artist tools. Work closely with outside companies that create production design images, character models, props, and environment set pieces. Met all deadlines.
Projects: First person shooter prototype, 3rd person action/adventure prototype, and Front Mission Evolved
Delivered Results:
- Set the artistic vision and achieved challenging quality goals by creating the art style guide.
- Successfully demonstrated proprietary tools and render technology to potential clients by effectively building and managing a sample environment.
- Modeled, textured, managed, and created lighting for complete game environments while maintaining a consistent artistic vision.

Lead Environment Artist | 2006 to 2008: Developed environment art for 4 missions; assisted in polishing and optimizing several other missions. Managed environment artists to construct and complete assets. Completed performance reviews and evaluations for Environment Artists. Created quality art assets for press release content. Provided design, documentation, and instruction of new tools for the next generation consoles.
Project: Silent Hill Homecoming
Delivered Results:
- Created a playable prototype within a month by collaborating effectively with artists and programmers.
- Garnered opportunity to be the first Western developer to be funded by the popular Square Enix company.
- Generated 3 new project pitch documents which included high level concepts, storylines, conceptual art, sample gameplay, and a mood video.

THE COLLECTIVE, Newport Beach, CA
Senior Environment Artist | 2004 to 2006: Designed models, textures, lighting schemes, and environmental art for major XBOX/PS2 games. Built and managed environment art for full-scale missions. Utilized best practices to complete projects on time and with high quality. Demonstrated superior modeling and scrolling UV skills. Advanced proprietary tools and technology.
Projects: Da Vinci Code and Star Wars Episode III

Environment Artist | 2002 to 2004: Created environment art, conceptual designs, scenes, and animations. Refined artistic style through a series of environment art tests and studies. Mentored and trained junior artists. Assisted with outsource asset management.
Projects: Getting Up: Contents Under Pressure and Wrath: Unleashed

WORLD FUSION SOFTWARE, Costa Mesa, CA
Artist | 1997 to 2001: Established art style and design goals for this MMORPG project. Created conceptual designs for aliens, characters, and environments. Designed creature/character models and animations. Developed pre-rendered cinematics and assets for the website.
Projects: Atriarch (Unpublished)

EDUCATION
Bachelor's Degree in Fine Art; Minor in Graphic Design California State University, Long Beach, CA

CONTACT INFO
mattolsongallery@gmail.com
cell: (949) 636-5063

Skills

Environment DesignEnvironment ModelingProp ModelingProp DesignVehicle Modeling

Software proficiency

3ds Max
3ds Max
Maya
Maya
Photoshop
Photoshop
Substance 3D Painter
Substance 3D Painter
ZBrush
ZBrush
xNormal
xNormal
Quixel Suite
Quixel Suite
UVLayout
UVLayout

Productions

    • Video Game
      Evolve
    • Year
      2015
    • Role
      Artist
    • Company
      Turtle Rock Studios
    • Video Game
      Front Mission Evolved
    • Year
      2010
    • Role
      Art Director
    • Company
      Double Helix Games
    • Video Game
      Silent Hill: Homecoming
    • Year
      2008
    • Role
      Lead Environment Artist
    • Company
      Double Helix Games