Mathew Weathers
Mathew Weathers
Artist
Maryland, United States

Summary

I draw things that people ask me to draw. And when I'm done, those things are accurate and functional and everybody is happy. Then we go to lunch. Rinse, repeat.

But seriously: I work back and forth between Photoshop and 3dsMax. I use the modeling to make sure that my concepts are solid and will actually work in a three dimensional space. A side effect of my process is that I can deliver block out assets on everything I do. My concept work has been improved by my experience in the trenches making in-game assets, as I thoroughly understand what the production artists need to get their jobs done. My work is very outsource friendly, since I can deliver the whole package of block outs, concepts, references, etc.

I'm fast, efficient, collaborative, and flexible.

Skills

DrawingModelingMentoring

Software proficiency

3ds Max
3ds Max
Photoshop
Photoshop

Productions

    • Video Game
      ARA: History Untold.
    • Year
      2024
    • Role
      Lead Concept Artist.
    • Company
      Oxide Games
    • Video Game
      The Elder Scrolls Online: Clockwork City
    • Year
      2017
    • Role
      Concept Artist.
    • Company
      Zenimax Online Studios
    • Video Game
      The Elder Scrolls Online: Morrowind
    • Year
      2017
    • Role
      Concept Artist
    • Company
      Zenimax Online Studios
    • Video Game
      The Elder Scrolls Online: Orsinium
    • Year
      2015
    • Role
      Concept Artist.
    • Company
      Zenimax Online Studios
    • Video Game
      The Elder Scrolls Online: Tamriel Unlimited
    • Year
      2015
    • Role
      Concept Artist
    • Company
      Zenimax Online Studios
    • Video Game
      Dark Age of Camelot: Labyrinth of the Minotaur
    • Year
      2006
    • Role
      Character Artist, Concept Artist
    • Company
      Mythic Entertainment
    • Video Game
      Dark Age of Camelot: Darkness Rising
    • Year
      2005
    • Role
      Art Director, Lead Concept Artist
    • Company
      Mythic Entertainment
    • Video Game
      Dark Age of Camelot: Catacombs
    • Year
      2004
    • Role
      Art Director, Lead Concept Artist
    • Company
      Mythic Entertainment
    • Video Game
      Dark Age of Camelot: Trials of Atlantis
    • Year
      2003
    • Role
      Lead Character Artist, Lead Concept Artist
    • Company
      Mythic Entertainment
    • Video Game
      Dark Age of Camelot: Shrouded Isle
    • Year
      2002
    • Role
      Senior Artist
    • Company
      Mythic Entertainment
    • Video Game
      Dark Age of Camelot
    • Year
      2001
    • Role
      Artist
    • Company
      Mythic Entertainment
    • Video Game
      Roadsters
    • Year
      1999
    • Role
      Senior Artist
    • Company
      Player 1
    • Video Game
      Dead In The Water
    • Year
      1999
    • Role
      Artist
    • Company
      Player 1
    • Video Game
      Men In Black: The Game
    • Year
      1997
    • Role
      Artist
    • Company
      Gigawatt Studios

Experience

  • Lead Artist at Zenimax Online Stuidos
    Hunt Valley, MD
    October 2007 - September 2017

    My first full time dedicated concept position. I work back and forth between 3dsMax, and Photoshop to provide accurate and well thought out concept work. Once approved I can provide 3d blockout assets to the appropriate teams to help their tasks. I am a generalist when it comes to what I can concept and model, but over the last several years the needs of the project have had me specialize in architecture, equipment, and game props.

    I take pride in the fact that the teams I work with look forward to my concepts.

  • Art Director at Mythic Entertainment
    Fairfax, VA, United States of America
    September 2000 - September 2007

    Hired as a character modeler and texturer, started helping out with everything else. Did a lot of character, environment, and equipment concept and production. Eventually worked my way up to Art Director. Never stopped doing production work. Really learned a tremendous amount about production and game design, and how art can work well with those teams. Some interface work, some mentoring.

  • Lead Artist at Player 1
    Santa Monica, CA (the promised land), United States of America
    May 1998 - June 2000

    Worked at this wonderful little studio modeling and texturing 3d vehicles and environments. Did a lot of texture painting, some interface graphic work, and light concept duties.

  • Artist at Gigawatt Studios
    Hollywood, CA, United States of America
    October 1996 - April 1998

    Worked as a senior artist at the studio, duties which included : 3d modeling of characters and equipment, texture painting, concept work, storyboard work, light animation duties, and mentoring.

  • Lead Artist at Leaping Lizard Software
    Gaithersburg, MD, United States of America
    April 1996 - September 1996

    Worked as a lead artist and concept artist for an unpublished 3d arcade shooter. Mentored other artists, worked with studio leadership to establish the look of the game.

  • Artist at Magnet Interactive Studios
    Washington, DC, United States of America
    August 1994 - March 1996

    My first job, learned Animator Pro (yeah, I'm dating myself), and 3dStudio R4. Mainly worked as a texture artist, all 2d work. Mentored where needed, did some very rough concept work.