I'm Matthew Breit, 8-year veteran of the games industry with mod & community work going all the way back to Quake. As an Environment Artist with a technical streak, I'm happiest working in contexts with problems to solve. I feel equally at home tuning a specular map until it's just right and then beefing up the shader to make it even better, before giving the pipeline a python injection so that the work almost does itself. Have a look at what I've done, and click any image for more.
I contributed to The Beginner's Guide as self-directed environment artist, occasional Source engine tool wrangler, and de facto visual director. The project was ... unique.
My main responsibility on Starhawk was complete ownership of one of the gameplay centerpieces: the "Build and Battle" parts, requiring me to understand and accomodate the needs of design, game code, and the proprietary renderer, while helping to guide the evolving pipeline. I wore a lot of hats in facilitation of Lightbox's very fast and loose development style, providing architectural props, textures and materials work, level art and lighting passes, tool support, quality control and feedback on outsourced assets, and even a little animation and multiplayer design, whenever a critical need arose.
I contracted to create a number of environment props for Unknown Worlds' Natural Selection 2, ranging from modular railings and stairs to high-efficiency skybox structures to hero pieces.
My fifth Quake3 map, You'll Shoot Your Eye Out, was a last hoorah for the then twelve-year-old engine. Focus was on getting lightmaps, textures, and geometry of the highest possible quality into the game, to see how visually competitive a renderer offering only lightmaps and simple shaders could still be.
I joined the Quake 4 team in the midst of crunch and had to hit the ground running fast. A multiplayer map in need of a rebuild was finished in four days, and the team welcomed me aboard by dubbing it the best deathmatch in the game. After shipping the PC and 360 ports I made similar contributions to the MP Map Pack.