I'm Matthew Breit, a game developer with 12 years of professional experience, divided between level design, environment art, and programming (mostly tools). I started making Doom levels when I was 12. Like a number of people, that's also about how old I was when I chose a handle.
I am now in the woods, literally and figuratively, and looking for something new. Maybe it's a games industry job that's different than what I'm used to. Maybe it's applying what I've learned in games to new spheres of UX. Maybe it's a pure engineering role. The constant is that I like making stuff that people enjoy using; opportunities will be taken as they come.
Experience
- Supporting gameplay and emotional goals through level design
- Asset pipeline tools and automation
- Hard surface modeling and texturing from concept or vague description
- Environment art, composition, and lighting
- Animation practice and principles
Titles
- Hordelord, PC (Unity): Fatbot Games
- Hindsight, PC/iOS/Switch (Unity): Joel McDonald LLC
- The Beginner's Guide, PC (Source): Everything Unlimited Ltd
- Titanfall, X360 (Source): Bluepoint Games
- Starhawk, PS3 (Proprietary): Lightbox Interactive
- Natural Selection 2, PC (Proprietary): Unknown Worlds Entertainment
- Quake 4, PC/X360 (idTech4): Raven Software
Toolbox
- C, C++, C#, Python
- Git, P4, Confluence, Jira
- Photoshop, Maya
Education
Bachelor of Fine Arts
- Savannah College of Art and Design, 2001-2005
- Concentration in computer graphics and animation