MATTHEW SWANTON - TECHNICAL ARTIST
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Game Engine Experience

Advanced understanding of the Unreal 3 (UDK) and Unity3D 4 editors.
Able to construct, finalize, inform & assist in completing scenes, Environments, and Game Levels in all aspects common to both editors such as:
  • Asset technical requirements and intergration process
  • Non-static interactivity (Physics such as Rigid bodies, cloth, wires etc..) and destruction
  • Lightmapping, and optimization specific to it.
  • Scripting (Manually and Kismet) for interactivity.
  • Advanced Shader creation
  • Post Process effects for completing a professional look.
  • Optimization for targeted platforms
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Examples of MAX Scripting

  • Complete automation of the process of creating a 2nd UV Channel for Lightmapping
  • Batch Exporting of objects to FBX or OBJ format, based upon object name.
  • Complete automation & cleanup of the Baking procedure (Baking Ambient Occlusion and Normal maps from a High Rez model to a low rez model, or baking AO only), able to preview the results immediately in viewport, or returning the user back to exactly what they had before.
  • Copy/Paste properties from one object to any number of others (Position, rotation, and UVs)
  • Automation of rendering out UV templates.
  • Replace objects in the scene with a Instanced copy of another object maintaining their position and Rotation
  • Automated process & cleanup of Rendering out a "Clay Render" (AO) of a work in progress model

Examples of Unity Scripting/Programming

  • Quick Time Event System for Unity4 and Unity 3.5.
  • Batch Automation of tasks such as Applying prefab changes, Mass assigning materials, creating prefabs (applying material and naming convention and placing it inside correct folder)
  • Tools such as Randomizing rotations.
  • Automation of 3D asset Import process (Removing/Adding components)
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  • Home
  • Blog
  • Compositing
  • Game Development
    • BTTF VR
    • Iron Giant
    • Detective's Office
    • Hill Valley Clocktower
    • Props