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CV
Matt Bagshaw- Character Artist
D.O.B. 06/04/72
Demo Reel:
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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Concept Project (Unpublished)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The Final Option (Climax- unpublished)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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CV
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