MATTHEW PEREZ |QUEST DESIGNER| LEVEL DESIGNER
  • Projects
  • Resume
Los Angeles, CA USA
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.
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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.
Obsidian Entertainment - Pillars of Eternity II: Deadfire - Beast of Winter — Lead Area Designer (March 2018 - July 2018)
  • 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.
Obsidian Entertainment - Pillars of Eternity II: Deadfire - Seeker, Slayer, Survivor — Lead Area Designer (June 2017 - March 2018)
  • 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.
Obsidian Entertainment - Pillars of Eternity II: Deadfire — Area Designer (January 2017 - June 2017)
  • 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.
Obsidian Entertainment - Tyranny — Area Designer / Narrative Designer (April 2015 - December 2016)
  • 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.
Student Portfolio: http://matthewperez.weebly.com/

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. 

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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.


Copyright © Matthew R Perez 2017
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