Matthew Duncan

Junior Animator at Archiact
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Contact Information
us****@****om
(386) 825-5501
Location
CA

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5.0

/5.0
/ Based on 2 ratings
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Alejandro Gámez

When working on a project like Hyper Action Force, you need people that are objective and open to critique, but that are also able to stay focused on a goal and able to explain their decision making over their creative process. Mat is exactly that guy. Working with him was a pleasure because of how easy is to work with him. He is the kind of teammate that I would always be glad to have on my team.

Dayton T. Neuburger

Mat is an extremely hardworking individual, working his butt off to achieve the things he wants to achieve in a timely manner. Being Mat and I were apart of the same VFS Game Design Course, I'd often see him at the campus studying to push himself in a direction that furthers the skills he wants to touch on. He's incredibly level headed and an awesome person to talk to. Mat is the type of guy with layers upon layers of information and skill and I can see him fitting into any workplace he ends up going to.

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Experience

    • Canada
    • Computer Games
    • 1 - 100 Employee
    • Junior Animator
      • May 2022 - Present

    • Canada
    • Computer Games
    • 100 - 200 Employee
    • Development Tester
      • May 2019 - May 2022

    • Canada
    • Computer Games
    • 1 - 100 Employee
    • Prop Animator
      • May 2018 - Apr 2019

    • Canada
    • Higher Education
    • 300 - 400 Employee
    • 3D Artist/Animator-Hyper Action Force
      • Jul 2017 - Nov 2017

      Hyper Action Force is a 3D Giant mech brawler made in Unreal over a period of 5 months with a team of 6 people.Two players control skyscraper sized robots in the middle of a destructible city and use heavy punch combos, blocks, dodges, special abilities, ranged attacks and taunts to knock their opponent out.Our main focus for the game was to convey huge weight, scale and destruction. As the sole artist my responsibilities included-Designing and modeling giant robot characters with fitting imagery and archetypes-UVing and Texturing robots to show the most detail in important places-Rigging and Weighting characters with hydraulics, pistons and mechanical joints-Animating all possible movements to blend as seamlessly as possible whilst conveying weight and size Show less

    • Programmer/Designer-ArcMage
      • Apr 2017 - Jun 2017

      ArcMage is a local multiplayer, 2D physics-based, dodgeball-combat game made in Unity over 3 months with a team of 4.Two players pick from 4 wizard characters each with their own special ability and attempt to throw orbs at the other player. A throw can be charged at the cost of movement speed and shots will bounce off walls to encourage deeper play around angles and trick shots.We were all proud to achieve our goal of creating a game that was easy to play whilst providing a surprising amount of depth with relatively few mechanics. Seeing people getting genuinely competitive and excited over our humble student project was incredibly inspiring.I lead and participated in much of the design process and was responsible for implementing most of the gameplay features.My main contributions included:-Wizard levitation-style movement and dash capability-Charging and Throwing balls-Unique character special abilities such as area of effect gravity, knockback stun and limited ball control after throwing-Multiplayer controller and vibration support Show less

Education

  • Griffin Animation Academy
    Big and Heavy Characters
    2021 - 2022
  • ianimate.net
    Motion Capture
    2021 - 2021
  • Animation Mentor
    Game Animation Fundamentals
    2020 - 2020
  • Vancouver Film School
    Game and Interactive Media Design
    2017 - 2017

Community

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