MATT BURDETTE

ENVIRONMENT ARTIST
Los Angeles, CA

BIO

Senior Environment Artist with 15 years of game development experience. Highly motivated, deeply passionate with an acute eye for color, lighting, and composition in real-time engines and AAA game development. Skilled in many aspects of computer graphics and technical direction for real-time game art, including utilizing modern CG workflows commonly used in VFX for film and television. Excels at producing both realistic and stylized lighting, textures, and shaders and developing sophisticated game engine art and design solutions. Lead Environment Artist on 2016 Primetime Emmy award-winning VR short film "Henry."


WORK EXPERIENCE

SONY INTERACTIVE ENTERTAINMENT

Senior Environment Artist
May 2017 - Present
San Mateo, CA

"Concrete Genie"

  • Primary Environment Artist on the Concrete Genie VR Experience

  • Primary Environment Artist for entire campaign of Concrete Genie VR experience, “Splotch and The Crystal Canvas”, including “Main Menu/Intro”, “Lighthouse Cellar” and “Creature World” sections.

  • Responsible for VR Free Paint levels “The Fish Market,” “The Waterways”, and original level designer for “The Waterways” plus the transition between “Lighthouse Cellar” and “Creature World” sections in “Splotch and The Crystal Canvas.”

  • Primary Look-Dev artist for “Creature World” section in “Splotch and The Crystal Canvas”


OCULUS STORY STUDIO

Lead Environment Artist
September 2014 - May 2017
San Francisco, CA

"Lost"

  • Responsible for set layout, dressing, all environment modeling/texturing/shading and lighting.

  • Textured and shaded "N8" character and "Hand" character.

  • Created and animated intro title sequence and "Oculus Story Studio" intro logo based upon original design by Matt DiVito.

  • Collaborated with CG Supervisor with optimization and memory budgets.

"Henry"

  • Responsible for set layout, proving out the space for VR, plus all modeling/texturing/shading for main architectural elements.

  • Established project conventions. Set technical guidelines for environment art, such as poly count and shader instruction limitations. Developed "Master Material" for use in per-asset material instancing.

  • Lead a small team of junior artists in finalizing materials and textures on set assets.

"Dear Angelica"

  • Contributed to the look development of Quill assets rendered in Unreal Engine

  • Coached Art Director in VR content creation guidelines and the strengths and limitations of using a real-time engine.


ELECTRONIC ARTS

Environment Artist
January 2013 - September 2014
Redwood Shores, CA

"Battlefield: Hardline"

"Battlefield 4"


LUCASARTS

Environment Artist
June 2008 - January 2013
San Francisco, CA

"Star Wars: 1313"

  • Responsible for modeling, texturing, and engine implimentation of “Enemy Ship” in the 2012 E3 Trailer

"Star Wars: The Force Unleashed 2"

  • Responsible for all level art for the final three stages of the Darth Vader end game boss battle.

"Star Wars:  The Force Unleashed: Ultimate Sith Edition"

  • Responsible for “Control Room” sections of Hoth level.


EDUCATION

Savannah College of Art and Design
September 2004 - June 2008
Savannah, GA

  • BFA in Visual Effects