Matthew Canei

Senior Principal Technical Artist @The Believer Company

Marietta, GA, US
EMAILS
m•••••@believer.gg
MOBILE NUMBERS
+16•••••••96

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WORK HISTORY

Jun 2023 — Present

Senior Principal Technical Artist @The Believer Company

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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

2006 — 2010

Savannah College of Art and Design

B.F.A, Interactive Design and Game Development

SKILLS

Environment ArtGame DevelopmentUv MappingZbrushGame Design3d Studio MaxUnreal EditorTexture ArtHard Surface ModelingLow Poly ModelingLevel DesignVideo Games3dUnreal Engine 3Particle EffectsTexturing

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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