Matt Graczyk
Matt Graczyk
Senior Environment Artist @ Possibility Space
Los Angeles, United States

About

๐—›๐—ถ! ๐—œโ€™๐—บ ๐— ๐—ฎ๐˜๐˜, ๐—ฆ๐—ฒ๐—ป๐—ถ๐—ผ๐—ฟ ๐—˜๐—ป๐˜ƒ๐—ถ๐—ฟ๐—ผ๐—ป๐—บ๐—ฒ๐—ป๐˜ ๐—”๐—ฟ๐˜๐—ถ๐˜€๐˜

Driven by a ๐—ฝ๐—ฎ๐˜€๐˜€๐—ถ๐—ผ๐—ป ๐—ณ๐—ผ๐—ฟ ๐—ฐ๐—ฟ๐—ฒ๐—ฎ๐˜๐—ถ๐—ป๐—ด ๐—ถ๐—บ๐—บ๐—ฒ๐—ฟ๐˜€๐—ถ๐˜ƒ๐—ฒ ๐˜ƒ๐—ถ๐—ฟ๐˜๐˜‚๐—ฎ๐—น ๐—น๐—ฎ๐—ป๐—ฑ๐˜€๐—ฐ๐—ฎ๐—ฝ๐—ฒ๐˜€, my expertise lies in producing high-quality art for tentpole titles on modern consoles.

Iโ€™ve had the privilege of contributing to ๐—ฎ๐˜„๐—ฎ๐—ฟ๐—ฑ-๐˜„๐—ถ๐—ป๐—ป๐—ถ๐—ป๐—ด, ๐—ฏ๐—ฒ๐˜€๐˜-๐˜€๐—ฒ๐—น๐—น๐—ถ๐—ป๐—ด ๐—”๐—”๐—” ๐˜๐—ถ๐˜๐—น๐—ฒ๐˜€ ๐—น๐—ถ๐—ธ๐—ฒ โ€œ๐—ฅ๐—ฎ๐˜๐—ฐ๐—ต๐—ฒ๐˜ & ๐—–๐—น๐—ฎ๐—ป๐—ธ: ๐—ฅ๐—ถ๐—ณ๐˜ ๐—”๐—ฝ๐—ฎ๐—ฟ๐˜โ€ ๐—ฎ๐—ป๐—ฑ โ€œ๐—ฆ๐—ฝ๐—ถ๐—ฑ๐—ฒ๐—ฟ-๐— ๐—ฎ๐—ป ๐Ÿฎ,โ€ games that broke sales records, earned double-digit nominations at the Game Awards and DICE Awards, and garnered recognition for their groundbreaking visuals.

As a mentor and educator, Iโ€™ve also dedicated part of my career to ๐—ด๐˜‚๐—ถ๐—ฑ๐—ถ๐—ป๐—ด ๐˜๐—ต๐—ฒ ๐—ป๐—ฒ๐˜…๐˜ ๐—ด๐—ฒ๐—ป๐—ฒ๐—ฟ๐—ฎ๐˜๐—ถ๐—ผ๐—ป ๐—ผ๐—ณ ๐—ฎ๐—ฟ๐˜๐—ถ๐˜€๐˜๐˜€. By sharing my knowledge and expertiseโ€”instructing undergrad courses like โ€œAdvanced 3D Environmentsโ€ and โ€œIntro to Mayaโ€โ€”I aim to foster a culture of continuous learning and excellence.

In every project, my goal is to not just create environments, but to ๐—ฐ๐—ฟ๐—ฎ๐—ณ๐˜ ๐˜„๐—ผ๐—ฟ๐—น๐—ฑ๐˜€ ๐˜๐—ต๐—ฎ๐˜ ๐—ฒ๐—ป๐—ด๐—ฎ๐—ด๐—ฒ, ๐—ฐ๐—ต๐—ฎ๐—น๐—น๐—ฒ๐—ป๐—ด๐—ฒ, ๐—ฎ๐—ป๐—ฑ ๐—ฎ๐˜€๐˜๐—ผ๐—ป๐—ถ๐˜€๐—ต.

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Skills

3D ModelingEnvironment ModelingTexturingProp ModelingPBR TexturingLow-poly ModelingTexture BakingDigital SculptingEnvironment SculptingModular Kit ConstructionWorld BuildingSet DressingTiling & Trim Texture CreationVR/AR EnvironmentsAR/VR/XR

Software proficiency

Maya
Maya
Photoshop
Photoshop
ZBrush
ZBrush
Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
Unreal Engine
Unreal Engine
Unity
Unity
Jira
Jira
Perforce
Perforce
SpeedTree
SpeedTree
Marmoset Toolbag
Marmoset Toolbag
World Machine
World Machine
xNormal
xNormal
Quixel Suite
Quixel Suite

Productions

    • Video Game
      Marvel's: Spider-Man 2
    • Year
      2023
    • Role
      Environment Artist
    • Company
      Insomniac Games
    • Video Game
      Ratchet & Clank: Rift Apart (Upcoming Release)
    • Year
      2021
    • Role
      Environment Artist
    • Company
      Insomniac Games
    • Video Game
      Curse of the Lost Pearl: A Magic Projector Adventure - Dreamscape Immersive
    • Year
      2019
    • Role
      Environment Artist
    • Company
      Method EXP
    • Video Game
      Robin Hood VR
    • Year
      2018
    • Role
      Environment Artist
    • Company
      Method EXP
    • Mobile Game
      Loops of Zen
    • Year
      2016
    • Role
      Environment Artist
    • Company
      Strength In Numbers Studios
    • Video Game
      Tuebor
    • Year
      2016
    • Role
      Environment Artist
    • Company
      Strength In Numbers Studios
    • Video Game
      Rustbucket Rumble
    • Year
      2015
    • Role
      Environment Artist
    • Company
      Reactor Zero

Experience

  • Senior Environment Artist at Possibility Space
    LA, United States of America
    January 2022 - Present

  • Environment Artist at Insomniac Games
    September 2019 - December 2021

    Ratchet & Clank: Rift Apart

    Spider-Man 2: (Unreleased)

  • Environment Artist at Method EXP
    Santa Monica, CA, United States of America
    June 2017 - August 2019

    The Change, Internal Tech Demo (UE4: PC, VR, 2019)โ€‹ | Lead 3D Environment Artist

    โ— Coached a small team of junior artists to ensure that environmental assets were made to the quality set by the Project Lead and AD

    โ— 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)โ€‹ | Primary level owner and Environment Artistย 

    โ— 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

    โ— 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)โ€‹ | Environment and Prop Artist

    โ— Created hero and set decoration assets from concept and from whole cloth with minimal direction

    โ— Created LOD sets for props and environment meshes

    Unannounced Project (UE4: AR, 2018)โ€‹ | Environment Artist

    โ— Level owner of multiple areas of a real world environment on this unannounced title for mobile devices

    โ— Recreated real world buildings and areas to a very accurate degree of detail while remaining within mobile specs

    โ— Heavily optimized texture counts, draw calls, and shaders project wide

  • Environment Artist at Strength In Numbers Studios
    Lansing, MI, United States of America
    July 2015 - September 2016

    Tuebor (UE4, PC, 2016), Loops of Zen (UE4, iPhone, Android, 2016)โ€‹ | Environment and Prop Artist

    โ— Primary Level owner for several multiplayer environments, responsible for taking levels from design blockouts and concepts to final art

    โ— 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

    โ— Worked with AD and Lead Artist to maintain art quality and environment optimization across multiple maps with unique modular sets

    โ— Led junior artists, created asset tasks, and created technical and workflow documentation

  • Environment Artist at Reactor Zero
    Ann Arbor, United States of America
    September 2014 - April 2015

    โ— Sole environment artist on the project, responsible for all environment work and props, as well as particle FX and lighting

    โ— World building, greyboxing, and design layouts, environment modeling, props, textures, and FX

    โ— Developed and helped maintain a consistent style for environment

  • Environment Artist at Reactor Zero
    Ann Arbor, United States of America
    July 2012 - February 2013

    โ— Created 3D assets and environments for training tools and interactive engineering sandbox environments for defense clients

    โ— Worked closely with programmers and designers to create environments and props

    โ— Designed UI systems using HTML, CSS, and Photoshop

  • Freelance 3D Artist at Panic DTW
    United States of America
    February 2013 - July 2015

    โ— Used Maya and realtime rendering tool VRED to create renders of vehicles for clients like Polaris and Morgan Motors

    โ— Created marketing and online configurator images for release of the Polaris Slingshot vehicle

    โ— Worked directly with clients to create product renders and vehicle marketing images

  • Adjunct Professor at College for Creative Studies
    Detroit, United States of America
    September 2016 - January 2017

    โ— Created syllabus and instructional materials guiding students through creating production ready game environments using UE4

    โ— Taught live demos with in person mentoring of studentโ€™s projects

    โ— Introduced techniques for effectively planning and executing on complex environment

  • Adjunct Professor at College for Creative Studies
    Detroit, United States of America
    January 2014 - July 2015

    โ— Taught Introductory Maya courses focusing on 3D Modeling, Texturing, Lighting and Rendering, Rigging, and Animation

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