Matthew Wachter

Senior Art Producer at MZ
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Contact Information
us****@****om
(386) 825-5501
Location
San Francisco, California, United States, US

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5.0

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Sean Stanley Nakamura

Matt was awesome to work with! His personality was infectious and lighten up the mood during crunch time! He consistently checked up on the art pipelines progress to meet deadlines and to ensure a smooth development. I would definitely work with Matt again! Aloha braddha

Carl Schmidt

Matt is one of the best producers I have worked with on a project. He's highly organized and gets things done quickly and efficiently, especially when something unexpected comes up. He diligently keeps the team on track and facilitates solutions for the often requested "last minute ask". Matt is a great communicator and his personality makes him a joy to be around, he's always positive. The team that gets him is lucky and I hope to work with him again in the future.

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Experience

    • United States
    • Technology, Information and Internet
    • 100 - 200 Employee
    • Senior Art Producer
      • Nov 2018 - Present

      - Create an manage live operations pipeline for internal team and external vendor partners. - Work with project owner and other product leads to ensure that the art and dev team goals are aligned. - Facilitate communication between product owner, art director, and artists to make sure everyone is on the same page. - Create and maintain tracking documentation for the purpose of distributing information both upwards and downwards. - Create budget and spending tracking google sheet. Use my documentation to track spending and make sure we stay in the green. - Create and manage roadmap for all internal artists. Make sure that they have all necessary information and/or equipment to perform at their peak. Balance work loads to avoid burnout and turnover. Show less

    • China
    • Computer Games
    • 1 - 100 Employee
    • Producer
      • Oct 2015 - Feb 2018

      - Manage team schedule and priorities to ensure deliverables are done on time. - Work with leadership team to establish game priorities and distribute amongst team members. - Oversee engineering team on build submissions to ensure that server and all live clients are compatible. - Communicate proactively with artists, engineers, designers and EP on hitting quality goals predictably. - Understand feature goals, be convicted that the work scheduled will achieve the goals. - Oversee team work load with design requests to maintain proper work/life balance while still achieving objectives. - Competitive analysis to inform content production decisions for live ops. - Work with and mentor QA Lead to ensure the team is testing the right things at the right times. Show less

    • United States
    • Computer Games
    • 700 & Above Employee
    • Art Producer
      • Jul 2014 - Oct 2015

      - Facilitate efficiency within fast moving, live game team. - Produce Art and schedule it predictably. - Work within a process to schedule and execute against a large art pipeline. - Communicate proactively with artists and other producers on hitting quality goals predictably. - Understand feature goals, be convicted that the work scheduled will achieve the goals. - Oversee team work load with design requests to maintain proper work/life balance while still achieving objectives. - Facilitate efficiency within fast moving, live game team. - Produce Art and schedule it predictably. - Work within a process to schedule and execute against a large art pipeline. - Communicate proactively with artists and other producers on hitting quality goals predictably. - Understand feature goals, be convicted that the work scheduled will achieve the goals. - Oversee team work load with design requests to maintain proper work/life balance while still achieving objectives.

    • Associate Producer
      • Aug 2011 - May 2014

      My responsibilities in this position relate mostly to team organization and project management. I am responsible for ensuring that my assigned games are submitted on schedule. To facilitate this I work with the development team to clear obstructions that keep them from completing their tasks. I also prioritize and assign work while working with QA to stay on top of the current issues within our games. I manage our bug database (Attlasian JIRA). I run stand ups, attend and contribute to brainstorming meetings, maintain burndown chart, and provide builds of WIP games to interested parties. I report all activity and progress on my games on the company-wide file sharing software for visibility purposes. Show less

    • QA Tester
      • Oct 2010 - Aug 2011

      My responsibilities involved the finding, reproducing and categorizing of "bugs" and code defects in games. I worked with the engineering team to ensure bugs and defects were fixed. While playing through and testing games I would report my findings to a Producer who would then pass them along to programmers. I also wrote test plans in order to speed up and make more efficient the testing process.

    • United States
    • Entertainment Providers
    • 700 & Above Employee
    • QA Tester
      • Sep 2009 - Jul 2010

      While at LucasArts my responsibilities were structured around the finding, reproducing, and cataloging of bugs. I would do this through free style destructive testing and through structured test plans. Once found, bugs were entered in to the database using the Devnet software. Also, I had experience providing feedback testing as well as some exposure to compliance standards. While at LucasArts my responsibilities were structured around the finding, reproducing, and cataloging of bugs. I would do this through free style destructive testing and through structured test plans. Once found, bugs were entered in to the database using the Devnet software. Also, I had experience providing feedback testing as well as some exposure to compliance standards.

Education

  • The Art Institutes
    Bachelor of Science (BS), Game Art and Design
    2006 - 2010
  • College of the Sequoias

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