Matthew Canei
Senior Principal Technical Artist @The Believer Company
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WORK HISTORY
Senior Principal Technical Artist @The Believer Company
Los Angeles, CA, US
Responsible for- Shader pipelines for Env and character teams- Performance and performance strategy for the entire studio for all platforms- Technical/systems design, prototype systems and more using GAS and/or Blueprint- Providing spot support for UI, clarity systems, narrative/quest systems and anyone that needs Unreal support- Technical leadership, advising all stakeholders/directors on technical needs, staffing needs- Unreal training for virtually the entire studio
EDUCATION
Savannah College of Art and Design
B.F.A, Interactive Design and Game Development
SKILLS
ABOUT MATTHEW CANEI
16+ Years of Unreal Engine ExperienceExperience using all aspects of UE3-5 to create both and Indie titles. I\'ve served as a Principal Technical artist specializing in performance / optimization, shader creation, blueprints, PCG, data analysis, pipeline design and other production improvements.15+ Years of Industry ExperienceI\'ve spent 15+ years as a Principal Tech Artist, Level Designer & Sr. Environment Artist at Believer Entertainment, ILM Immersive, Tripwire Interactive & Hi-Rez Studios.Shipped Titles: Star Wars: Tales from the Galaxy\'s Edge - Enhanced Edition, Star Wars: Galactic Starcruiser, Hanako: Honor & Blade, Maneater, Chivalry 2, Espire 1 VR (consulted), Deceive, Inc.(consulted), Killing Floor 2, SMITE, Global Agenda, Tribes: Ascend, Paladins.15+ Years of Full 3D Pipeline ExperienceExperience using software necessary for 3D Art: 3ds Max/Maya, Substance Painter, Zbrush, Houdini, Photoshop, Topogun and others. Various employed pipelines ranging from low->medium->high poly pipelines to high poly->re-topo->low poly pipelines. Experience with a variety of texturing methods and styles.8+ Years of Technical Art Experience8+ Total years working with pipeline development, performance, optimization, data analysis, UE4-5 blutility tools, PIX/graphics profiling, CPU profiling, Powershell tools & GoogleScript spreadsheet data analysis/automation. Worked on virtually every platform and hardware range to ship games of any style and target.
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