Matthew Williams
Technical Animator at WB Games / Avalanche- Claim this Profile
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Bio
Michael McCormick
Matt joined Pendulum as an intern and, in a very short period, proved himself capable of accepting substantial creative assignments on a high-end project with large amounts of responsibility. His technical knowledge and the responsibilities placed upon him expanded with each subsequent project, as did his production skills and the diversity of the tools with which he grew proficient. He became as valuble to us working with motion-capture performances in MotionBuilder as he was with keyframe animation in Maya. These capabilities, along with his efforts to push real-time engines beyond their typical limits, played a key role in our ability to quickly deliver a large amount of high-end work for a number of high-end game properties!
Eric Juneau
Matt was a great Addition to Pendulum Studios and helped out tremendously on The Black Eyed Peas Experience project at our studio right from the start. He is very knowledgeable in the Unreal 3 Engine and I was was able to learn from him rather quickly since I was unfamiliar with the Engine. He is a great team player and very approachable person and provides useful input to solve game engine and other related problems quickly and effectively. It was a pleasure working with Matt on this successful title and hope to continue working with him on others.
Michael McCormick
Matt joined Pendulum as an intern and, in a very short period, proved himself capable of accepting substantial creative assignments on a high-end project with large amounts of responsibility. His technical knowledge and the responsibilities placed upon him expanded with each subsequent project, as did his production skills and the diversity of the tools with which he grew proficient. He became as valuble to us working with motion-capture performances in MotionBuilder as he was with keyframe animation in Maya. These capabilities, along with his efforts to push real-time engines beyond their typical limits, played a key role in our ability to quickly deliver a large amount of high-end work for a number of high-end game properties!
Eric Juneau
Matt was a great Addition to Pendulum Studios and helped out tremendously on The Black Eyed Peas Experience project at our studio right from the start. He is very knowledgeable in the Unreal 3 Engine and I was was able to learn from him rather quickly since I was unfamiliar with the Engine. He is a great team player and very approachable person and provides useful input to solve game engine and other related problems quickly and effectively. It was a pleasure working with Matt on this successful title and hope to continue working with him on others.
Michael McCormick
Matt joined Pendulum as an intern and, in a very short period, proved himself capable of accepting substantial creative assignments on a high-end project with large amounts of responsibility. His technical knowledge and the responsibilities placed upon him expanded with each subsequent project, as did his production skills and the diversity of the tools with which he grew proficient. He became as valuble to us working with motion-capture performances in MotionBuilder as he was with keyframe animation in Maya. These capabilities, along with his efforts to push real-time engines beyond their typical limits, played a key role in our ability to quickly deliver a large amount of high-end work for a number of high-end game properties!
Eric Juneau
Matt was a great Addition to Pendulum Studios and helped out tremendously on The Black Eyed Peas Experience project at our studio right from the start. He is very knowledgeable in the Unreal 3 Engine and I was was able to learn from him rather quickly since I was unfamiliar with the Engine. He is a great team player and very approachable person and provides useful input to solve game engine and other related problems quickly and effectively. It was a pleasure working with Matt on this successful title and hope to continue working with him on others.
Michael McCormick
Matt joined Pendulum as an intern and, in a very short period, proved himself capable of accepting substantial creative assignments on a high-end project with large amounts of responsibility. His technical knowledge and the responsibilities placed upon him expanded with each subsequent project, as did his production skills and the diversity of the tools with which he grew proficient. He became as valuble to us working with motion-capture performances in MotionBuilder as he was with keyframe animation in Maya. These capabilities, along with his efforts to push real-time engines beyond their typical limits, played a key role in our ability to quickly deliver a large amount of high-end work for a number of high-end game properties!
Eric Juneau
Matt was a great Addition to Pendulum Studios and helped out tremendously on The Black Eyed Peas Experience project at our studio right from the start. He is very knowledgeable in the Unreal 3 Engine and I was was able to learn from him rather quickly since I was unfamiliar with the Engine. He is a great team player and very approachable person and provides useful input to solve game engine and other related problems quickly and effectively. It was a pleasure working with Matt on this successful title and hope to continue working with him on others.
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Experience
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WB Games / Avalanche
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Computer Games
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1 - 100 Employee
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Technical Animator
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Nov 2017 - Present
Technical Animator for the NPC Behavior Team. We strive to create believable ambient behaviors. As the head animator for the NPC Behavior Team, I am responsible for capture and creation of over 6000 supporting animations (blending, additives, etc). Joining this team early in development gave me the opportunity to work closely with our engineers to develop the unique animation system that allows our NPCs to interact with each other and the game world. It's been a special experience and has accelerated my growth as an animator, developer, and content manager. Managing thousands of animations has been a new challenge for me. I've worked closely with our tools team to develop better methods to manage the animations. Creating a strict organization system in Shotgrid has helped expedite the cleanup (internal and outsourcing) as well as prop, FX, and audio creation for all this content. Projects: -Hogwarts Legacy Software/Hardware: Autodesk Maya Unreal Engine 4 Vicon Capture Systems Shotgrid Jira Excel Show less
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Volt
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United Kingdom
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Design
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1 - 100 Employee
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Engine Support Technician assigned to Epic Games
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Feb 2015 - Jul 2017
Providing Engine Support to Developers and Licensees of the Unreal EngineSpecializing in:Animation Systems (Anim Trees, Gameplay Animation, etc)Cinematic SystemsHardware/Software Compatibility
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Software Test Technician assigned to Epic Games
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Oct 2012 - Feb 2015
-Testing Unreal Engine 3 and 4 for public and licensee releases-PC, Mac, iOS, Android Software and Hardware Compatibility TestingProducts Released:-Unreal Development Kit Releases(Five from Nov. 2012-May 2014 )-Unreal Engine 4 Releases (4.0-Current)Game Credits:-Gears of War: Judgement-Tappy Chicken...if it had credits---------------------------------------------------Specialized in Engine Compatibility from May 2014 - Feb. 2015UE4 Engine Compatibility covering:AndroidiOSWindowsMacPC/Mobile Hardware Show less
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Pure Imagination Studios
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United States
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Entertainment Providers
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1 - 100 Employee
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UE4 Developer
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Aug 2014 - May 2016
Developing Theme/Amusement Park Rides powered by Unreal Engine 4. My involvement with most projects end up going from 3 weeks to two months. Typical duties include: Blueprint Visual Scripting NPC Setup Animation Systems Material/Shader Creation Sound FX/Dialog Integration Projects: Journey to the West - Wanda Movie Park - Wuhan, China Justice League: Battle For Metropolis - Six Flags - Texas, St. Louis, Chicago, Mexico City Plants vs Zombies: Garden Warfare 3Z Arena - Carowinds - Charlotte, NC Show less
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Pendulum Studios
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United States
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Technology, Information and Media
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1 - 100 Employee
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Cinematic Artist/Animator
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Jul 2011 - Jul 2012
Integrating cutscenes (animation, camera, FX, crowd placement, Lighting, Materials/Shaders, etc) into Game Engines. Experience with UE3 and Cryengine 3, but work with whatever the client requires. I am also an Animator doing key framing and mocap cleanup. Mainly working with Motionbuilder and Maya. Some of my newer responsibilities have included editing textures that were meant for pre-rendered content and making them viable for use in a game engine. Projects: Black Eyed Peas Experience (Unreal 3 and Xbox 360) Internal Demo (Unreal 3 and Cryengine 3) Amazing Spider-Man Game (Motionbuilder) Mobile Yoga App for 3D4Medical (Motionbuilder and Maya) Unreleased Mobile Game for Timbuk2 Studios (Motionbuilder and Maya) Software: Unreal Engine 3 Cryengine 3 Maya Motionbuilder Photoshop After Effects Show less
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Savannah College of Art and Design
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United States
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Higher Education
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700 & Above Employee
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IT - Work Study
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Jan 2011 - Jul 2011
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Team AP
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Research Services
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Asset Management/Engine TD/Level Designer
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Nov 2010 - Jun 2011
Senior Project called Vestige. Worked with 9 others to create a first person puzzle game based in an alternate Roman history where the Roman Empire never fell and advanced its technology past modern innovations. Senior Project called Vestige. Worked with 9 others to create a first person puzzle game based in an alternate Roman history where the Roman Empire never fell and advanced its technology past modern innovations.
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Communications Coordinator
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Sep 2010 - Jun 2011
Was responsible for all internal club communications. Newsletter, website, blog, Facebook group, etc. Also was the technician at meetings, setting up speakers and getting the computers ready for the meetings. Was responsible for all internal club communications. Newsletter, website, blog, Facebook group, etc. Also was the technician at meetings, setting up speakers and getting the computers ready for the meetings.
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GameStop
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United States
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Retail
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700 & Above Employee
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Game Advisor
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Oct 2008 - Jan 2011
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Education
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Savannah College of Art and Design
BFA, Interactive Design and Game Development