Matt McCulloch

Matt McCulloch

I help people solve problems.

Supervisor Art Director / Lead Lead Environment Artist / 8 yrs

Palo Alto, CA, United States

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Skills
Skills Clear
Software
Software Clear
I have spent the past 15 years leading teams and building worlds on several award-winning game titles. Including: Rise of the Tomb Raider, Dead Space, Dead Space 2, Dead Space 3, Lara Croft and the Temple of Osiris, The Godfather 2, and several other titles.
Work History
  • Lead Environment Artist

    Cryptic Studios

    August 2019 - Present
    Los Gatos, CA

    Leading a team of 9 in-house artists to build the worlds for Magic: Legends

  • Art Director

    Dasein House

    November 2016 - Present

    Co-founded Dasein House to bring AAA quality experiences to augmented reality

  • Spiritwalk Games

    March 2016 - September 2016
    San Mateo, California

    Equity member of the talented team at Spiritwalk Games to help define the world art direction

  • Senior Artist

    Crystal Dynamics

    August 2015 - February 2016
    Redwood City, CA

    The Rise of the Tomb Raider world is built using:
    • High-to-low resolution transfer modeling
    • Physically-based rendering techniques
    • Advanced probe lighting
    • Modular asset construction
    • Integrated Simplygon LOD (Levels of Detail); custom LODs
    Tombs
    The team's mission is to "Put the 'Tomb' back in Tomb Raider!". Working closely with our Montreal studio, we created all the tombs in ROTR.
    My role is asset creation, lighting, world building, storytelling and bug fixing (of course).
    Open World Levels
    Our overland team is in charge of building one of three spaces we call a "hub". Hubs are large open-world spaces Lara explores to discover paths to new and deeper story archs.
    My role is world building, asset creation, storytelling and more bug fixes.

  • Lead Environment Artist

    Crystal Dynamics

    January 2012 - November 2012
    Redwood City, CA

    • Internal and external art direction for all game levels
    • Asset modeling, textures, rigging, environment animation and world building
    • Lighting for all scripted times of day
    • Outsource management
    • Created and maintained schedules for all internal artists

  • Environment Artist - Team Lead

    Visceral Games

    March 2010 - January 2012
    San Francisco Bay Area

    Create rich, storytelling environments for the Dead Space franchise - a 3rd person, action, thriller.

  • Environment Artist

    PlayStation

    January 2009 - March 2010
    San Francisco Bay Area

    Helped to establish target look-development for the PlayStation Home project carrying them from pitch to completion, created PS Home Spaces for the titles FarCry 2, SOCOM, and several other unique Spaces.

  • Environment Artist

    Electronic Arts

    February 2008 - December 2008

    Environment creation for the "Dead Space" and "The Godfather II" games.

  • Senior Environment Artist

    Sony Online Entertainment

    April 2007 - January 2008

    Sole artist on a prototype game. Created all art to carry from concept, pitch, greenlight to demo.

  • Senior Artist

    Sigil Games Online, Inc.

    2003 - 2007

    Responsible for modeling, texturing and lighting entire cities for the game Vanguard:Saga of Heroes.

Education
  • Stanford Ignite, Certificate Program in Innovation and Entrepreneurshi

    Executive Education / Stanford Graduate School of Business

    2018 - 2018
  • East Tennessee State University

    1993 - 2002