Matthew Kean is an accomplished Art Director and Lead Character Artist, with over a decade of experience. His dynamic portfolio highlights his role in developing iconic characters for AAA titles, including the highly successful "Hogwarts Legacy," "Marvel Midnight Suns," "XCOM 2," and the BAFTA award-winning "Civilization VI." Skilled in Zbrush, Maya, Substance Painter, and Unreal Engine, Matthew's artistry brings to life compelling characters that resonate with audiences worldwide. Beyond his technical prowess, Matthew is recognized for his leadership in guiding art teams toward new heights of creativity and efficiency. He excels in art direction, team management, and mentorship, fostering a collaborative environment where innovative ideas thrive.
Working on something new....
Leading and directing character efforts on a new title.
*studio closed April 2024
Directed the visual design and execution of the characters for the unannounced project. Oversaw both pipeline creation, and conceptual design of the characters. Lead the art team in defining a sculptural style for the project and helped build shaders for all of our characters in Unity.
Lead the character efforts on an unannounced title, helped build pipelines, visual direction and made pitch materials for publishing partners
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