Matt began his career as an animator in 2001 at Just Add Monsters before joining Sony in 2004. During this time he began a gradual transition into a character TD role, working as part of the TechArt team at Guerrilla Games before returning to Ninja Theory in 2008. Since then his role has expanded to touch on most aspects of the character and art pipelines from scripting studio tools to heading up live performance capture events.
Taking a look at our character and VFX pipelines, and how limited resources and a powerful subject matter informed some of the technical and artistic choices on Hellblade. We’ll discuss key lessons learned throughout the process, the successes and the failures, and share our thoughts on what it means for future art pipelines at Ninja Theory.
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Jo Twist, OBE
Develop:Brighton’s a great conference. It’s got a spread of people from all parts of the games industry talking about such a wide range of topics.
I’ve been to every single Develop in the last 12 years. One thing you get here is networking - you will meet the most amazing individuals in the video games industry.
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Building games is hard and it’s taxing physically, mentally and emotionally. So being around a community that understands that is great – there’s a comraderie here.
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Ian Livingstone, CBE
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By coming to Develop what you get is the opportunity to network like you can’t in any other situation. Everyone knows everyone and it’s such a wonderful community feel.
There really is a huge mix of people at Develop - loads of peers that you can learn from and the perfect blend of every element of game development as well.
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