Matt Kludt

Technical Producer at AccelByte
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Contact Information
us****@****om
(386) 825-5501
Location
Redmond, Washington, United States, US

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5.0

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Peter Arata

Matt is an incredibly passionate and incredibly detail oriented person. He's constantly striving to learn more in order to better himself and become better at his job. He is even keeled and always brings his best every day. Even through hell and high water with rounds of layoffs Matt was always positive and always brought his all to his work. As his manager I felt he was an incredibly strong asset to my team and I highly recommend him.

Alex Gumble

Matt Kludt is the best environment artist I've worked with at Lake Washington Technical College. He always has a great attitude and is constantly looking to hone his art. He always searches for outside suggestions and critiques and recieves them very well. He's a very easy person to work with and if I get the chance again I'll jump at the opportunity.

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Experience

    • United States
    • Software Development
    • 300 - 400 Employee
    • Technical Producer
      • Mar 2023 - Present

    • Technical Project Manager
      • Apr 2021 - Mar 2023

    • United States
    • Computer Games
    • 1 - 100 Employee
    • Production Assistant
      • May 2020 - Nov 2020

      • Tasked and scheduled out monthly game content releases for live services.• Created promotional plan and schedule for upcoming releases.• Coordinated QA, Creative, and Writing resources to ensure build quality and accurate promotional content for releases.• Set up promotional sales and events to support live game content releases.• Created key documentation pages to help support and drive team member’s work.• Scheduled and supported live release operations.• Communicated regularly with external vendors.• Created external player facing game patch notes. Show less

    • QA Tester
      • Nov 2017 - May 2020

      • One of the primary knowledge holders onClosers, I collaborated closely with marketing, projectmanagers and community to promote and help team members understand upcominggame content.• One of the primary communications people between En Masse and Closers’ Koreandeveloper, Naddic.• Main point of contact for all QA needs and build/content deliveries for Closers.• Triaged issues from QA, Customer Service and players for Closers and other internalprojects.• Key stakeholder for 2-week live content updates for Closers for 2 years, plus majorversion updates and server merges.• Tracked and communicated weekly jira filters which tracked issues that needed to befixed for the upcoming 2-week content release.• Tracked weekly build deliveries from developers and documented released builds aftercontent had been released.• Worked closely with internal and external localization team members to insure that game content wasbeing localized and arriving on time for 2-week content release cycles.• Provided valuable feedback on various game features during development. Show less

    • QA Specialist
      • Jan 2017 - Nov 2017

      Tested and released monthly client updates to live game services. Verified live client releases.Wrote and ran test plans. Tested new game features and provided feedback to design.Learned how to set up Gigantic game maps and game mechanics for QA testing purposes and development of my own Gigantic maps.Helped get to the route problem of various bugs by digging through client/server logs and by identifying local client data issues.Helped edit and implement hero skin store data for hero skins that were sold to players. Worked side by side with producers and programmers to implement VOIP into Gigantic.Interacted with the Gigantic community on both Discord and Reddit, I received and followed up on bug reports that players encountered while playing Gigantic.Ran studio play tests for Gigantic. Show less

    • QA Tester
      • May 2016 - Dec 2016

      Tested and identified issues while testing Microsoft Xbox One certification requirements. Assisted Dev QA with testing different features of Gigantic.Team knowledge holder on server admin tools that ran server settings for Gigantic.Assisted with problems between Perfect World’s Arc game platform and Gigantic.Handled the QA side of production releases for beta tests.

    • United States
    • Computer Games
    • 200 - 300 Employee
    • QA Tester
      • Jun 2014 - May 2016

      Fixed various design, art and product management bugs. Worked on a scrum team to help implement new game features. Was part of the LiveOps team for Deerhunter 2014 and DinoHunter, I oversaw upcoming content releases and looked into various issues players were having with the live game. Wrote test cases for various design features that were being implemented into the game. Implemented mission content for various player quests. Show less

    • United States
    • Computer Games
    • 100 - 200 Employee
    • Layout Designer
      • Jan 2013 - Dec 2013

      Implemented many different design mechanics to the game such as; Parkour, Navmesh, Crowd AI, Player Resource Placement, and Collision. Worked with programmers and artists to identify pain points with the parkour system. Collaborated closely with mission designers to ensure Collision, Navmesh and Parkour worked in the areas they were designing in. Implemented many different design mechanics to the game such as; Parkour, Navmesh, Crowd AI, Player Resource Placement, and Collision. Worked with programmers and artists to identify pain points with the parkour system. Collaborated closely with mission designers to ensure Collision, Navmesh and Parkour worked in the areas they were designing in.

Education

  • Lake Washington Technical College
    associates degree in applied science
    2009 - 2012

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