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Gary Matthews
Gary Matthews
Hard Surface Artist @ Unknown Worlds Entertainment
San Francisco Bay Area, United States

Summary

I am an Environment and Hardsurface artist at heart with over 10 years of experience in the industry. I've worked on titles such as Quake Champions and Doom Eternal to some of Warframe's latest and greatest updates.

I strive to create high quality pieces while still continuing to learn and grow as an artist, pushing myself to be amongst the elite. I am always open to new challenges and workflows and will never stop learning.

Skills

3D ModelingEnvironment ModelingDigital SculptingLightingTexturingProp ModelingHigh-poly ModelingRenderingParticle Effects

Software proficiency

Maya
Maya
ZBrush
ZBrush
Photoshop
Photoshop
Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
Unreal Engine
Unreal Engine
Unity
Unity
Quixel Suite
Quixel Suite
xNormal
xNormal
3ds Max
3ds Max
Blender
Blender
Modo
Modo
id Tech
id Tech

Productions

    • Video Game
      Warframe - Update 35: Whispers in the Walls
    • Year
      2023
    • Role
      Senior Environment Artist
    • Company
      Digital Extremes
    • Video Game
      Warframe - Update 33: The Duviri Paradox
    • Year
      2023
    • Role
      Senior Environment Artist
    • Company
      Digital Extremes
    • Video Game
      Doom Eternal
    • Year
      2020
    • Role
      Environment Artist
    • Company
      id Software
    • Video Game
      Wolfenstein II: The New Colossus
    • Year
      2017
    • Role
      Associate Environment Artist
    • Company
      id Software
    • Video Game
      Quake Champions
    • Year
      2017
    • Role
      Associate Environment Artist
    • Company
      id Software
    • Video Game
      Doom VFR
    • Year
      2017
    • Role
      Associate Environment Artist
    • Company
      id Software
    • Mobile Game
      Exogears
    • Year
      2016
    • Role
      Jr 3d Artist
    • Company
      Zombot Studio

Experience

  • Hard Surface Artist at Unknown Worlds Entertainment
    United States
    August 2024 - Present

    Contractor

  • Environment Artist III at Lightspeed L.A.
    Irvine, CA, US
    August 2023 - April 2024

    During my time at LSLA, my responsibilities ranged from creating props and art blockouts of environment spaces within the gameworld. In addition to my contributions to Last Sentinel, I was also responsible for outsourcing additional assets while using my in house props as benchmarks to maintain consistency. I was responsible for providing feedback and overseeing the task from start to final integration.

  • Senior Environment Artist at Digital Extremes
    London, ON (Remote), CA
    August 2022 - July 2023

    During my time at DE, I was responsible for 3D content creation for updates 33 and 35. I primarily created architectural content as well as some kit work. Outside of content creation my responsibilities were limited and mainly focused on the needs of the Level Artists.

  • Environment Artist at id Software
    Dallas, TX, US
    December 2019 - July 2022

    I was promoted to mid level during the early production stages of Doom Eternal. Within that time, my responsibilities started to branch out more as I began to work on more key areas within the game, and ranged from level art block ins, kit management, props, and MP content support.

    Before I left id, I also had a chance to do some early pre-production work on Doom: The Dark Ages.

  • Associate Environment Artist at id Software
    Dallas, TX, US
    November 2016 - December 2019

    As an Associate Environment Artist at id, my responsibilities including mainly worldbuilding and prop tasks. During my time as an Associate, I contributed to 3 titles within my first 3 months at id, and started preproduction on Doom Eternal.

  • Jr 3d Artist at Zombot Studio
    San Francisco, CA, US
    September 2013 - December 2015

    Started via Contract, and initially hired FT, I worked closely with my art team to create environment assets for the iOS game Exogears. I was responsible for modeling, texturing, and lighting environments in Unity, as well as some additional FX help.

    Exogears was never fully released to the public, and only saw limited Test Flights and a Friends and Family Beta before the title was fully canceled.