Matthew Copeland

Producer at Toys For Bob
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Contact Information
us****@****om
(386) 825-5501
Location
US

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Lauren C.

Matt is a patient and understanding individual who works to help clients resolve technical issues. On several occasions I've witnessed Matt diffuse client anxiety by reflecting a calm and assertive role that allowed the individual to trust his expertise. He recognizes the importance of being friendly, communicative and flexible when interacting with flustered individuals and successfully demonstrates this professionalism.

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Experience

    • United States
    • Computer Games
    • 1 - 100 Employee
    • Producer
      • Jul 2020 - Present

      Shipped Game(s)/Content+ Call of Duty: Warzone – Pacific “Caldera” Map+ Call of Duty: Warzone – Rush Gulag+ Crash Bandicoot 4: It’s About Time• Point producer for multi-disciplinary teams creating Toys For Bob’s first map content for CoD: Warzone, from onboarding sprints through release• Coordinated staff/resource allocation and scheduling across multiple Warzone (WZ) initiatives• Interfaced with stakeholders/developers at Raven Software (and other co-development studios) to ensure WZ series quality standards were met and best practices were adhered to for Toys For Bob (TFB) generated content• Ran frequent cross-studio playtests to generate a consistent flow of actionable WZ feedback• Producer for Crash Bandicoot 4’s complete character pipeline (heroes, enemies, NPCs, fodder) across all related disciplines (art, design, animation, audio, visual effects)• Primary producer for Crash 4’s cinematic and localization efforts – managed schedules for all teams (internal and external), interfaced with external development partners across disparate time zones and oversaw build deliveries to the QA localization team• Worked with engineering to spec, optimize and bug Crash 4’s VO/text string integration tools which interfaced with Perforce, Wwise and Unreal (tool functionality was ultimately rolled into a build process)• Collaborated with localization audio engineers to ensure that Crash 4’s VO assets adhered to required fidelity, format and timing specs across all shipped languages• Facilitated daily stand-ups and/or weekly syncs for all above listed teams/initiatives• Jira management, triage and milestone burndown for WZ and Crash 4 Show less

    • Associate Producer
      • Nov 2018 - Jul 2020

      Shipped Game(s)/Content: + Crash Bandicoot 4: It’s About Time+ Crash Team Racing Nitro-Fueled+ Spyro Reignited Trilogy• Produced post-launch patches for the Spyro Reignited Trilogy on PlayStation and Xbox platforms focused on enhanced player accessibility options (additional subtitle features, motion blur, etc.), triaged major bug fixes and facilitated burndown heading into certification• Co-produced the Nintendo Switch port of the Spyro Reignited Trilogy, ran stand-ups with a dedicated team of engineers, tech artists and QA testers targeting LOD and frame rate optimizations• Co-produced a team of environment artists and animators (in a support studio role) authoring content for Crash Team Racing – tracked tasks/updated documentation on Confluence, ran stand-ups and scheduled milestone reviews with key production and development stakeholders• Worked with Crash 4’s writer to translate/document/update the game’s script in Excel, ensured audio asset content matched script dialog, provided general narrative input/editorial support and wrote VBA scripts to auto-generate unique filenames/identifiers for asset tracking purposes Show less

    • Narrative Designer / VO Manager
      • Feb 2017 - Oct 2018

      Shipped Game(s)/Content: + Spyro Reignited Trilogy+ Skylanders: Imaginators – Cursed Tiki Temple Expansion (Co-lead writer)+ Skylanders: Imaginators – Lost Imaginite Mines Expansion (Co-lead writer)• Owned voice-over/dialog pipeline management for the Spyro Reignited Trilogy, including design spec work with engineering to build tools to automate related processes• English recording session coordination – optimized casting/scheduling to reduce budgetary impact (SAG-AFTRA atmospheric clause), prioritized sessions to unblock schedule-dependent downstream cinematic teams and provided supplementary vocal direction during recording sessions• Functioned as primary liaison with the Activision localization team, participating in weekly status syncs and daily triage of all studio-side localization issues• Production responsibilities for audio/visual cinematic scheduling (across all three games included in the Spyro trilogy) for internal and external teams• Script editorial/narrative duties – updated the Spyro Reignited Trilogy’s original platform-specific script for multi-platform release, reworked dated/inappropriate dialog• Co-wrote two Skylanders: Imaginators expansions, with oversight on in-game implementation and triggering, including cutscene pacing, traversal cues and event criteria Show less

    • Sound Designer
      • Jan 2011 - Jan 2017

      Shipped Game(s)/Content:+ Skylanders: Imaginators+ Skylanders: SuperChargers (Support)+ Skylanders: Trap Team+ Skylanders: Swap Force (Support)+ Skylanders: Giants+ Skylanders: Spyro’s Adventure• Specialized in voice-over and dialog work• Collaborated with multiple development disciplines to prototype, design and ship a number of audio and VO-forward features across the Skylanders franchise• Co-wrote Skylander situational quips across multiple Skylanders games• Worked to open up TFB’s P4V directory structure to Activision’s localization team, improving workflow for bug fixing across multiple languages (with oversight from Activision’s information security team)• Operated as the recording engineer and vocal director for onsite TFB VO recording sessions• Prepared scripts for Los Angeles area VO recording sessions – remotely dialed in to sessions to help clarify dialog context, provide supplemental vocal direction and make calls on final take selection/splices Show less

    • United States
    • Software Development
    • Co-Lead Quality Assurance Analyst
      • Sep 2010 - Dec 2010

      Shipped Game(s)/Content: + The Bureau: XCOM Declassified • Briefly co-led an internal QA team, coordinated focus testing • Authored test plans, QA wiki documentation, and managed TestTrack Pro database Shipped Game(s)/Content: + The Bureau: XCOM Declassified • Briefly co-led an internal QA team, coordinated focus testing • Authored test plans, QA wiki documentation, and managed TestTrack Pro database

    • United States
    • Computer Games
    • 300 - 400 Employee
    • Sound Design Intern
      • Jun 2010 - Aug 2010

      Shipped Game(s)/Content: + Ratchet & Clank: All 4 One • Designed and integrated environmental and character sound effects • Edited dialog and authored VO DSPs Shipped Game(s)/Content: + Ratchet & Clank: All 4 One • Designed and integrated environmental and character sound effects • Edited dialog and authored VO DSPs

    • United States
    • Software Development
    • Quality Assurance Analyst
      • May 2009 - May 2010

      Shipped Game(s)/Content: + BioShock 2 + BioShock 2: Minerva’s Den, The Protector Trials • Engaged in progression/ad hoc testing on new builds/code • Entered and tracked issues in the database, regressed bugs throughout production Shipped Game(s)/Content: + BioShock 2 + BioShock 2: Minerva’s Den, The Protector Trials • Engaged in progression/ad hoc testing on new builds/code • Entered and tracked issues in the database, regressed bugs throughout production

    • United States
    • Higher Education
    • 700 & Above Employee
    • Computing Help Desk Analyst
      • Sep 2007 - May 2009

      • Provided software/hardware tech support for CSU, Chico student body; supplied network support for on-campus facilities, and engaged in daily customer service/clerical duties. • Provided software/hardware tech support for CSU, Chico student body; supplied network support for on-campus facilities, and engaged in daily customer service/clerical duties.

    • Audio Engineer/Composer
      • Sep 2008 - Dec 2008

      Shipped Game(s)/Content: + High Noon • Facilitated audio development; recorded and edited in-game dialog; created DSP sound effects; composed interactive score Shipped Game(s)/Content: + High Noon • Facilitated audio development; recorded and edited in-game dialog; created DSP sound effects; composed interactive score

    • United States
    • Entertainment Providers
    • 700 & Above Employee
    • Quality Assurance Tester
      • May 2008 - Aug 2008

      Shipped Game(s)/Content: + Rock Band 2 • Detected audio/visual bugs; updated databases for multiple SKUs; worked jointly with development staff toward known bug resolutions Shipped Game(s)/Content: + Rock Band 2 • Detected audio/visual bugs; updated databases for multiple SKUs; worked jointly with development staff toward known bug resolutions

    • Computer Games
    • 1 - 100 Employee
    • Contract Composer
      • Apr 2008 - May 2008

      Shipped Game(s)/Content: + Order Up! • Composed music for gameplay, cutscene and credits Shipped Game(s)/Content: + Order Up! • Composed music for gameplay, cutscene and credits

    • Sound Reinforcement Intern
      • Jan 2008 - May 2008

      • Studied live audio mixing and monitoring techniques; setup a variety of industry standard audio equipment in interior/exterior environments, and assembled lighting rigs. • Studied live audio mixing and monitoring techniques; setup a variety of industry standard audio equipment in interior/exterior environments, and assembled lighting rigs.

Education

  • California State University-Chico
    Master of Arts (M.A.), Music
    2007 - 2012
  • California State University-Chico
    Bachelor of Arts (B.A.), Recording Arts/Music Industry
    2006 - 2008
  • California State University-Chico
    Bachelor of Business Administration (B.B.A.), Business Administration/Marketing
    2001 - 2004
  • Vacaville High School

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