Hi, my name is Matt Graczyk and I'm an environment artist with 10 years of experience making real-time environments for video games!
I greatly enjoy all parts of the environment art pipeline for games, am a quick learner, love working in a team environment, and am always looking for new techniques and tools to help me become a better artist and storyteller.
Ratchet & Clank: Rift Apart
Spider-Man 2: (Unreleased)
The Change, Internal Tech Demo (UE4: PC, VR, 2019) | Lead 3D Environment Artist
● Coached a small team of junior artists to ensure that environmental assets were made to the quality set by the Project Lead and AD
● Primary owner of all world building tasks including; greybox and composition design, per asset reference and direction, high > low poly models for
assets, texturing of props and landscape surfaces, set dressing, environment master shaders, optimization and performance testing
Robin Hood VR (Unity: Android VR, 2018) | Primary level owner and Environment Artist
● Built all environment tiles and texture sets used across the project, including heavily optimized textures atlasses, draw calls, and point counts to
enable high frame rates on mobile devices
● Designed a texture creation workflow to achieve a consistent look of stylized reality in the environment
Curse of the Lost Pearl: A Magic Projector Adventure (Unity: Room-Scale Cooperative VR Experience, 2019) | Environment and Prop Artist
● Created hero and set decoration assets from concept and from whole cloth with minimal direction
● Created LOD sets for props and environment meshes
Unannounced Project (UE4: AR, 2018) | Environment Artist
● Level owner of multiple areas of a real world environment on this unannounced title for mobile devices
● Recreated real world buildings and areas to a very accurate degree of detail while remaining within mobile specs
● Heavily optimized texture counts, draw calls, and shaders project wide
Tuebor (UE4, PC, 2016), Loops of Zen (UE4, iPhone, Android, 2016) | Environment and Prop Artist
● Primary Level owner for several multiplayer environments, responsible for taking levels from design blockouts and concepts to final art
● World building and level design greyboxing, modular environment kits and trim + tile textures, high > low poly props and textures, set dressing,
lighting, organic modeling, UE4 master material setup, and collision + performance optimization
● Worked with AD and Lead Artist to maintain art quality and environment optimization across multiple maps with unique modular sets
● Led junior artists, created asset tasks, and created technical and workflow documentation
● Sole environment artist on the project, responsible for all environment work and props, as well as particle FX and lighting
● World building, greyboxing, and design layouts, environment modeling, props, textures, and FX
● Developed and helped maintain a consistent style for environment
● Created 3D assets and environments for training tools and interactive engineering sandbox environments for defense clients
● Worked closely with programmers and designers to create environments and props
● Designed UI systems using HTML, CSS, and Photoshop
● Used Maya and realtime rendering tool VRED to create renders of vehicles for clients like Polaris and Morgan Motors
● Created marketing and online configurator images for release of the Polaris Slingshot vehicle
● Worked directly with clients to create product renders and vehicle marketing images
● Created syllabus and instructional materials guiding students through creating production ready game environments using UE4
● Taught live demos with in person mentoring of student’s projects
● Introduced techniques for effectively planning and executing on complex environment
● Taught Introductory Maya courses focusing on 3D Modeling, Texturing, Lighting and Rendering, Rigging, and Animation