Matthias Schmidt
Matthias Schmidt
Freelance/Contract Material Artist
Leipzig, Germany

Summary

I'm a video game artist with 18 years of professional experience. I have worked on all kinds of games from PC indies to AAA console titles.

Over the years i have gathered experience in different fields, making the transitions from level designer to environment artist and eventualy to material/substance artist. I'm always interested in exploring new tools and workflows to stay relevant and to push the envelope.

Skills

PBR TexturingTexturing3D ModelingEnvironment ModelingHard Surface ModelingLevel DesignProp Modeling

Software proficiency

Substance 3D Designer
Substance 3D Designer
Blender
Blender
Unreal Engine
Unreal Engine
SpeedTree
SpeedTree
Marmoset Toolbag
Marmoset Toolbag
3ds Max
3ds Max
Gaea
Gaea
Photoshop
Photoshop
Quixel Suite
Quixel Suite
Megascans
Megascans
World Machine
World Machine

Productions

    • Video Game
      Somber Echoes
    • Year
      2025
    • Role
      Material Artist
    • Company
      LavGames
    • Video Game
      Indiana Jones and the Great Circle
    • Year
      2024
    • Role
      Material Artist
    • Company
      MachineGames / LavGames
    • Video Game
      Scorn
    • Year
      2022
    • Role
      Texture Artist
    • Company
      Ebb Software
    • Video Game
      Insurgency: Sandstorm
    • Year
      2018
    • Role
      Senior Texture and Environment Artist
    • Company
      New World Interactive
    • Video Game
      Day of Infamy
    • Year
      2017
    • Role
      Senior Environment Artist
    • Company
      New World Interactive
    • Video Game
      Insurgency
    • Year
      2014
    • Role
      Senior Environment Artist
    • Company
      New World Interactive
    • Video Game
      Nuclear Dawn
    • Year
      2011
    • Role
      Level Designer
    • Company
      Interwave
    • Video Game
      Terminator Salvation
    • Year
      2009
    • Role
      Level Designer
    • Company
      Grin
    • Video Game
      Bionic Commando (2009)
    • Year
      2009
    • Role
      Level Designer
    • Company
      Grin
    • Video Game
      Bionic Commando: Rearmed
    • Year
      2008
    • Role
      Level Designer
    • Company
      Grin
    • Video Game
      Insurgency - Modern Infantry Combat
    • Year
      2007
    • Role
      Level Designer
    • Company
      Insurgency Mod Team

Experience

  • Freelance Material & Environment Artist at Self Employed
    Altenburg, Germany
    November 2019 - Present

    I create high quality materials/atlases, tweakable substances with exposed parameters, decals and smart materials in different styles from realistic to cartoony. I work for for clients ranging from AAA to Indie. Beyond that i work on my own tools and marketplace items. Aside from materials i'm spezialized in terrain and vegetation assets. I can help clients with consultation for their material workflow and pipeline.

    Feel free to send me inquiries about my daily rates and availability.

  • Senior Environment Artist at New World Interactive
    March 2011 - October 2019

    During my long stint working for NWI i made the transition from level designer to environment artist. Over the years i worked on all kinds of things such as props, weapons, vehicles, terrains, foliage. During the last 2-3 years i worked almost exclusively as the texture and material artist for the company, creating hundreds of tiling materials and decals. Coming from a level design and env art background i also still helped out with art passes for the levels.

  • Level Designer at Interwave Studios
    August 2009 - February 2011

    My responsibilities as Level Designer for InterWave included the design and creation of multiplayer maps from early concepts to final polish, including lighting.

    Furthermore i was responsible for directing the art of some of the environments. That means i had to do research, communicate ideas with the environment- and concept artists, assign tasks, provide references and give feedback.

    Since the development team at InterWave was rather small i helped out with creation of environment art myself sometimes.

  • Level Designer at Grin AB
    Stockholm, Sweden
    October 2007 - June 2009

    As a level designer for Grin my job was to design layouts, script gameplay, assemble and polish levels visualy, do optimization passes.

    I worked on a great number of levels for various console and PC titles, including some prototypes.