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MATT WAGGLE – Digital Artist
Oakland, CA.
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http://www.MattWaggle.com

OBJECTIVE
To contribute to the advancement of Digital Art.

QUALIFICATIONS

  • Knowledge of software including Maya 2011, 3ds Max 2011, CS5, Z-brush 3.5, Unreal 3, Source, Nuke, Gridiron Flow, Mental Mill, Unity Engine and more.
  • Pride in organization, efficiency and self tasking
  • Passion for traditional art methods and their integration into a digital process
  • Dedication to the pursuit of learning and sharing knowledge to improve my own process and the skills of those around me
  • Understanding the need for quality and consistency in a production environment

EXPERIENCE

Microsoft/Float Hybrid 5/01/10 - 6/11/10
Maya Technical Director - Contract
Unannounced Project

RMWVFX - San Francisco, CA. 1/01/10 - 4/29/10
Assistant Art Director - Contract
Unreleased Feature Length Film

  • Modeled, Textured and Lit key assets used in VFX shots
  • Developed 3d rendering pipeline and implemented pipeline in production
  • Provided assets for compositors including matte paintings and render layers
  • Processed photo sources for use in matte painting
  • Assisted in research to assure artistic and historic accuracy

America's Army - Emeryville, CA. 1/01/08 - 6/18/09
Senior Environment Artist
America's Army 3.0

  • Modeled and textured environment assets for the Unreal 3 engine using Maya, Photoshop and Z-brush
  • Created level and vehicle development pipelines along with all process documentation
  • Created master shaders for all environment assets
  • Lit levels using the Beast lighting engine
  • Standardized submission requirements for all assets
  • Oversaw various teams in the full art pass and redesign of the “Bridge” multi-player map

Bungie Studios - Kirkland, WA. 1/12/07 - 5/23/07
Environment Artist - Contract
Halo 3 ( X-box 360 )

  • Modeled and textured environment assets to enhance single and multi-player maps
  • Created collision and physics models and rag-dolls using the Havoc Physics Engine
  • Developed complex shaders using the Bungie proprietary engine

Perpetual Entertainment, San Francisco, CA. 1/10/06 - 12/12/06
Junior Character Artist
Gods and Heroes (PC)

  • Modeled and textured various Player Character and Creature assets based on concepts
  • provided
  • Weighted all character work to a standardized animation rig and checked against a
  • baked set of animations

EDUCATION
Academy of Art University - San Francisco, CA. 2003-2004
School of Animation and Visual Effects

Sacramento City College - Sacramento, CA. 2001-2003
Studied computer graphic design and traditional art. I then Transferred to AAU after
receiving a summer sch olarship.

Relevant Coursework
• Character and Environment Concept Design
• 3D Modeling
• Figure Drawing / Modeling
• Perspective drawing and drafting techniques
• Rapid Visualization
• Industrial Design
• Animation
• Rigging
• Level Design

 

References available upon request.