CV

 

Matt Bagshaw- Character Artist

D.O.B. 06/04/72


Demo Reel: Please Right Click This Link And Select "Open in link in new window"


Experience:
Principal Artist Sony Jan 05-Current
Animator Climax Digital Aug 03-Nov 04
Artist/Modeller/Animator Independent: Jan 01-Aug 03
Artist/Modeller/Animator Sony: Jan 99-Jan 01
Artist/Modeller/Animator Eidos: May 95-Nov 98


Qualifications:
CED Animation from Bournemouth and Poole C.A.D
HND Animation from Bournemouth and Poole C.A.D.


Tools:
I have a lot of experience using Maya, ZBrush and Photoshop and intermediate experience using Motion Builder,3DS Max/Character Studio, 123D Catch (Photofly)


Games:
Concept Project (Unpublished)
TV Superstars (Sony 2010) Playstation 3 Move Controller
2 Concept Projects (Unpunlished)
Heavenly Sword (Sony 2007) Playstation 3
Kinetic Combat (Sony-Published 2006) Playstation2 EyeToy
24:The Game (Sony-published 2006) Playstation 2
The Final Option (Climax- unpublished)
Primal (Sony- Published 2003) Playstation 2
Medievil II (Sony- Published 2000) Playstation
Deathtrap Dungeon (Eidos- Published 1998) PC and Playstation


Career Notes:
Sony:
I am a Principal Artist dealing mainly with character modelling and design. I spend a lot of time working with the concept team developing new charater art. During my time my duties have included animation, rigging, character design and modelling as well as some management of the Character Team. We mainly work with Maya, ZBrush and Photoshop. I have also worked with Motion Builder on MoCap cleanup.


Climax: I was working as a senior animator on realistic in-game human characters for a third person action game in the London studios.


Independent: For two years I worked on my own projects. These included illustrations for an ABC book (Photoshop) and characters for a website called 'Santarealm'.I made an animated short 'Christmas Tauntauns', which won the George Lucas Selects Award in a competition run by Lucasfilm and Atom Films. (see www.christmastauntauns.com). It has been shown on ABC's 'Good Morning America' and several times as part of a Star Wars special on the U.S. Sci-Fi Channel. I also worked on some stylised dinosaur characters.


Sony: I worked in the Cambridge Studio on 'Medievil II' (Playstation) building, texturing and animating low polygon in-game characters. For a year I worked as a senior artist on the proof of concept stage of 'Primal' (Playstation 2) building, texturing and animating in-game characters using Maya. This also involved developing morph targets for facial animation and motion capture data collection and transferral.


Eidos: I worked in the Wimbledon offices on Ian Livingstone's 'Deathtrap Dungeon' (PC and Playstation) designing, building, texturing and animating low polygon in-game characters using 3DS4 and in-house tools. I also made and animated high detail characters for FMV and marketing using 3DS Max with Character Studio and Morph Magic. I then produced character concepts for 'City of Thieves'.


College: I studied traditional animation at Bournemouth and Poole College of Art and Design. I made 3 films: 'Mal Voison' a 2D Cel Animation, 'Kingdom Come Freely' a 3D stop motion animation and 'Phallusy' a 2D drawn animation. My work was all character based.

Interests: In my spare time I enjoy films, video games and creating characters. I also collect film art and animation books.


Motivation:
I started in the games industry 17 years ago and still enjoy the challenge of working with a talented team to make something great. I love the idea of making something that people can enjoy and feel involved with and believe that video games are the perfect medium for this.
I have a variety of experience in character art and animation and work to increase my skills. I believe in sharing knowledge with my colleagues with the goal of getting the best results possible.
I have a strong work ethic and will find where I can be of help if I run out of tasks. I am able to give constructive criticism as well as take it and act upon it, am a quick learner, adaptable and self-motivated. I also have experience of leading small teams as well as leading mocap and photo-shoots.
I think this makes me ideally suited to the ever changing world of game development as I have a range of skills which give me a good overview of the bigger picture and an understanding of the challenges my colleagues face. While I have most recently been involved with character creation I am able and happy to adapt my role to strengthen other areas of the team when needed.

 

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