Los Angeles, CA USA
matthew.r.perez@gmail.com
PROFESSIONAL EXPERIENCE
Obsidian Entertainment — Game Director (January 2019 - PRESENT)
Obsidian Entertainment — Area Designer (July 2013 - January 2019)
PROJECTS
Obsidian Entertainment - UNANNOUNCED PROJECT — Game Director (January 2019 - PRESENT)
Obsidian Entertainment - Pillars of Eternity — 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 — Game Director (January 2019 - PRESENT)
- Worked with a small team of department heads to develop a pitch for Project stakeholders and publishers.
- Fostered an environment a healthy team culture.
- Maintain creative priorities for the project.
- Responsible for managing area design quality and feedback for the design department.
Obsidian Entertainment — Area Designer (July 2013 - January 2019)
- Responsible for the design, implementation and polish of areas, and quests.
- Script player-driven dialogue trees using a proprietary toolset.
- Coordinate departments to ensure areas adhere to design and consistent quality.
- Post-Launch Patch Support.
PROJECTS
Obsidian Entertainment - UNANNOUNCED PROJECT — Game Director (January 2019 - PRESENT)
- Responsible for maintaining quality and creative priorities of a team of 30 developers.
- Foster an environment of cross disciplinary critique, fast iteration and retrospective team culture.
- Develop and implement a small handful of areas.
- Drive documentation and implementation standards across the area design team.
- 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 — 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
- Film and Animation Studies
- Story Structure and Theory.
- Fundamentals of 3D modeling.
- Fundamentals of Digital Illustration.
- Art Theory
Software
- Unity (Level Design Workflow, Component Based Scripting.)
- UE4 ( Blueprint, Level Streaming, 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.