Contact Info
Location- Sacramento, California
Email- mattherreraanimation@gmail.com
Linkedin- Link
Technical Skills
- Character rigging
- Python Scripting
- Dynamic Simulation
nCloth
Rigid bodies
Particles
- Hard Surface Modeling
- 3D Animation
- Lighting
- Texturing
- Video Editing
Software
- Maya | 3DS Max - Houdini
- Unreal Engine
- Perforce - Jira
- Shotgrid
Adobe
- Premiere - Lightroom
- Photoshop - After Effects
Languages
- Python
Maya Plugins
- NG Skin Tools
- Shapes
- Advance Skeleton
Experience
Netease - Technical Artist
Aug 2022 - Present
Project Loki (Theorycraft) | other unannounced projects
- Rigged multiple lead characters and created alternate
character skins for various projects.
- Created real-time simulations in Unreal, including hair sim, cloth,
and ragdoll
- Developed and refined Maya animation tools to streamline
workflows and boosting productivity.
- Acquired an in-depth knowledge of different departmental
pipelines and created tutorials and documentation for each
department.
Visual Concepts / 2K Games - Technical Artist / Producer
April 2021 - July 2022
WWE 2K22
- Responsible for fixing and organizing thousands of assets:
- Weight painting, texturing, setting up real-time cloth and
hair sim, and implementing assets in game,
- Set up spreadsheets, docs, and meetings in order to hit
deadlines and goals
- Taught new technical and character artists the pipeline.
- Experience with version control software (Perforce) and
project management software (Shotgrid)
AnomalousDL - Technical Artist
February 2021 - May 2021
- Responsible for all needs related to rigging, scripting, and
3D modeling.
- Researched and developed new technical tools and
pipelines.
- Utilized AI data to create 3D facial and body animations.
Project X Studios - Lead Technical Director
August 2019 - Apr 2021
- Responsible for rigging lead characters in an animated
short called “Room To Grow”.
- Communicated efficiently with animators and modelers to
resolve technical issues. (A team of 15 in total)
- Sculpted a range of natural looking faces and corrective
blendshapes for expressive human faces
Mediaworks - Tools Programmer
June 2020
- Created Python tools to accelerate the rigging pipeline,
including IK foot controls, facial controls, IK FK system, and other tools.
- Continuously improve tool development by collaborating
with other technical artists.
Education
University of Silicon Valley-
B.A. Digital Art and Animation (Technical Art Concentration)
Graduated August 2020
Awards/Accomplishments
Dean's Honor Roll
July 2020
-Obtain a GPA between 3.50 and 3.79