Los Angeles, CA USA
matthew.r.perez@gmail.com
PROFESSIONAL EXPERIENCE
Obsidian Entertainment — Lead Area Designer (November 2019 - Present)
Obsidian Entertainment — Game Director (January 2019 - November 2019)
Obsidian Entertainment — Lead Area Designer (July 2018 - December 2019)
Obsidian Entertainment — Area Designer (July 2013 - July 2018)
PROJECTS
Obsidian Entertainment - Pillars of Eternity II: Deadfire - Forgotten Sanctum — Lead Area Designer (July 2018 - December 2018)
Obsidian Entertainment - Pillars of Eternity — Junior Area Designer (July 2013 - April 2015)
Chapman University - Dead Plague — Game Director / Game Designer (July 2010 - April 2012)
EDUCATION
Chapman University - Bachelor of Fine Arts, Digital Arts with a Minor in Game Development (2007 - 2011)
Software
OTHER EXPERIENCE
Los Lobos Inc. — Contract Graphic DesignerJuly 2011 - July 2013
matthew.r.perez@gmail.com
PROFESSIONAL EXPERIENCE
Obsidian Entertainment — Lead Area Designer (November 2019 - Present)
- Worked alongside studio franchise management to develop and pitch a new project.
- Maintain design constraint documentation for a team of 12 Designers both internal and external.
- Collaborate with outsource teams to create level content consistent with design standards.
- Provide feedback, and refine design goals and expectations for the team.
Obsidian Entertainment — Game Director (January 2019 - November 2019)
- Worked with a small team of department heads to develop a pitch for project stakeholders and publishers.
- Fostered a healthy team culture.
- Maintained creative priorities for the project.
- Responsible for managing area design quality and feedback for the design department.
Obsidian Entertainment — Lead Area Designer (July 2018 - December 2019)
- Developed pitch documents for three DLC products for Pillars of Eternity II: Deadfire.
- Created constraints documentation for other designers that defined goals, and tone for each DLC.
- Pitched and implemented several areas and took them to ship in addition to leadership duties.
- Provided feedback, and iteration to a level design team of 4.
Obsidian Entertainment — Area Designer (July 2013 - July 2018)
- Responsible for the design, implementation and polish of levels and quest content to ship.
- Script player-driven dialogue trees using a proprietary toolset and stub dialogue for narrative designers.
- Document, pitch and coordinate departments to ensure areas adhere to consistent quality.
- Post-launch patch support.
PROJECTS
Obsidian Entertainment - Pillars of Eternity II: Deadfire - Forgotten Sanctum — Lead Area Designer (July 2018 - December 2018)
- Led a small team of designers to meet an aggressive development schedule.
- Designed an overarching content structure that allowed for us to meet deadlines, but maintain quality and agile development.
- Maintained scope, and quality throughout the project as Lead Area Designer.
- Focused team on goal oriented design, and iteration.
- Led a small team of designers to iterate on my initial designs for each area of the DLC as well as maintain scope.
- Developed a modular design for the overarching design for the DLC in order to maintain flexibility with schedule, and scope of the project.
- This choice early on allowed for us to later cut areas to meet deadlines and still maintain a cohesive experience for the player with very little work necessary from developers.
- Implemented and iterated on a number of areas in the DLC and took them to ship.
- The Bridge Ablaze
- The Sunken Kingdom
- Worked along side Narrative Designers to develop a new sidekick to be introduced to the DLC.
- Worked with programming and tools to create framework for DLC support for future projects based around the POE:II Engine.\
- Pitched and created basic content design structure for the DLC.
- Mocked up and designed new feature UI for the DLC's unique arena based content.
- Organized a strike team to focus on the combat based content of the DLC.
- Currently responsible for implementing and maintaining a major faction questline.
- Tasked with generating area design documents for non-linear content that incorporates both critical path and side quests.
- Implemented two major faction questlines across a non-linear experiences that focused on replayability.
- Collaborated with animators, and visual effect artists in scripting major set-piece cutscenes in the game.
- Wrote dialogue for a side quest, descriptions for ending slides, as well as a handful of one-off characters.
Obsidian Entertainment - Pillars of Eternity — Junior Area Designer (July 2013 - April 2015)
- Designed and implemented a number of dungeons, small interiors and side quests.
- Maintained and iterated on area design for a region accessed during an Open Beta.
- Designed an area that incorporated one of the major systems in the game.
Chapman University - Dead Plague — Game Director / Game Designer (July 2010 - April 2012)
- Lead a team of 15 people, consisting of mostly artists.
- Designed and implemented levels and gameplay systems.
- Set up animation trees for enemies and player characters.
- Scripted Cutscenes.
EDUCATION
Chapman University - Bachelor of Fine Arts, Digital Arts with a Minor in Game Development (2007 - 2011)
- Fundamentals of Level Design
- Game Development Capstone
- Film and Animation Studies
- Story Structure and Theory.
- Fundamentals of 3D Modeling.
- Fundamentals of Digital Illustration.
Software
- Unity (Level Design Workflow, Component Based Scripting.)
- UE4 (Blueprint, and Level Design Workflow.)
- Photoshop (UI Mockups, Level Maps, and Graphics used for internal documentation.)
OTHER EXPERIENCE
Los Lobos Inc. — Contract Graphic DesignerJuly 2011 - July 2013
- Used Photoshop to generate graphic designs for merchandise.