Matthew Kean is a highly skilled lead character artist with over a decade of experience in 3D modeling, sculpting, character creation, shader development, and concept art. He has worked on numerous high-profile video game projects, including Marvel Midnight Suns, Xcom 2, and Civilization VI. As a senior lead artist, he has trained and led teams of artists, developed character pipelines, set up shaders, and provided mentorship to junior artists. He is known for his ability to art direct and create clear and understood visions for characters and concepts. In his free time, he enjoys teaching digital art and interactive design.
Responsible for creating high-quality character models and leading a team of character artists in developing the Professors, main story NPCs, and enemy characters. Established character pipelines, set up shaders, and provided guidance and mentorship to junior artists. Worked closely with the Art Directors to ensure that the character art team met deadlines and worked efficiently.
Oversaw characters and directly created and developed key main characters featured in the game. Worked closely with IP partners to ensure that all character designs were aligned with the Marvel universe and played a crucial role in look development and pipeline and shader development. Led the character art team and oversaw multiple outsourcing teams, delivering high-quality character assets on time.
Prototyped and Implemented a sharable character system, optimizing workflows to embrace even more current workflows
Aided in training for the Physically based material pipeline.
Industry standard character modeling and texturing duties
Responsible for the creation of the Leaders of Civ 6.
Prototyped and Implemented a new material pipeline to utilize modern PBR standards, as well as aided in the creation of the unit and building pipelines as well.
Aided in training for the Physically based material pipeline.
Prototyped and developed a new strand based hair system that utilized a film quality approach to hair.
Prototyped and Implemented a new facial topology, sharabled between mulitple cinematic characters, also helped develop and new facial rig
Visual Development of the game's villans, concepted and executing the heads of the the characters, Ensuring they looked good, even when non human.
Aided in furthering the PBR pipeline and material structure in term to realistic shading and skin rendering.
Prototyped and Implemented customizable heads for the character creator
Aided in establishing a consistent style for the games character
HIgh budget AAA movies, from modeling to texturing, to UV's to proxy models. Focus was on high resolution film models, with good topology and usability in a large pipeline setting. Both organic and hard surface work. Both creature and plant to set extension, with a little bit of digital environment modeling thrown in
Digitally sculpted and conceptualized Characters for a Float designed for the Fiesta Bowl Parade