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Experienced Games Artist

Matthew Stephen

Royal Leamington Spa, United Kingdom
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  • About
  • About

    My name is Matthew Stephen and I’m a games artist with over 16 years of professional industry experience. I made my start copying game code from the inside of ancient computer magazines and I never looked back.

    These days, I am widely considered a technical artist but I really like to think of myself as a highly experienced 2D & 3D generalist. I built my foundation in the industry working as an environment artist and it is this specialisation that remains my key driving passion.

    To date, I am credited on over 15 published titles and have been fortunate to work for a spectrum of high profile companies including Sony, Microsoft, and SEGA. I have gained valuable experience working on an extremely diverse gamut of IP’s, platforms and genres; ranging from complex high-budget AAA games through to high-quality rapid-turnaround mobile titles.

    I love working in such a competitive and rapidly evolving industry and I am always looking to learn, develop and enhance my skills.

  • Education
    • BSc (Hons) MediaLab Arts
      University of Plymouth
      1998 - 2000
    • BTEC National Diploma in Graphic Design
      Basingstoke College of Technology
      1997 - 1998
    • GCSE to A Level
      Churcher's College
      1990 - 1997
      A Level: Art & Design, Design & Technology / AS Level: Business Studies / GCSE: Art & Design, Design & Communication, English Language, English Literature, German, History, Mathematics, Biology, Chemistry, Physics.
  • Experience
    • Senior Artist
      Team17 Digital Limited
      Wakefield, United Kingdom
      2013 - 2016 (3 years)
      Worms W.M.D (PC, XB1, PS4)
      Responsible for shaders, post-FX, particle-FX and fonts.
      Provided content for environments, costumes, weapons, vehicles, frontend, UI and HUD.

      Worms 4 (iOS, Android)
      One of two primary artists responsible for developing Team17's first mobile specific Worms title.

      Flockers & Flockers Mobile (PC, OSX, XB1, PS4, iOS, Android)
      One of two primary artists responsible for development of Flockers (3D).
      One of two primary artists responsible for porting Flockers (2D) to mobile/tablet.

      Worms Revolution Extreme (PSVita)
      Sole artist responsible for porting Worms Revolution to the PSVita.

      Worms Clan Wars / Worms Battlegrounds (PC, OSX, XB1, PS4)
      Environment and object modelling, texturing, animation, lighting, FX and optimisation.
      Additionally, provided content for frontend, UI and HUD.

      Indie Projects (PC, OSX, XB1, PS4, iOS, Android)
      Provided expertise and content for many of Team17's indie label projects including LA Cops, Overruled, Sheltered, The Escapists and Yooka-Laylee.
    • Artist/Director
      Gravity Art Services
      Royal Leamington Spa, United Kingdom
      2012 - 2014 (2 years)
      Sonic Dash - SEGA Hardlight (iOS, Android)
      Environment and object modelling, texturing, animation, FX and optimisation.

      Forza Horizon - Playground Games (360)
      Environment and object modelling/texturing.
      Performance analysis and optimisation.
    • Senior Artist
      Bigbig Studios / SCEE
      Royal Leamington Spa, United Kingdom
      2006 - 2012 (6 years)
      Undisclosed Projects (PS3, PSVita)
      Responsible for prototypes, concept work and generation of pitches.

      Little Deviants (PSVita)
      Environment concepting, modelling, texturing, lighting, FX and UI.

      Motorstorm: Apocalypse (PS3)
      Environment and object modelling, texturing and animation.

      Motorstorm: Arctic Edge (PS2, PSP)
      Team lead and scrum master responsible for technology and pipeline prototyping/development.
      Responsible for creating vertical slice, workflow documentation and managing the outsourcing and QA of the PS2 port of Motorstorm: Arctic Edge.
      Environment concepting, modelling, texturing, lighting and FX.

      Pursuit Force: Extreme Justice (PSP)
      Responsible for creating six San Francisco environments covering approximately 10 square kilometers each in addition to creating an alpine environment.
      Object modelling, texturing, lighting and FX.
    • Senior Artist
      Swordfish Studios
      Birmingham, United Kingdom
      2003 - 2006 (3 years)
      Undisclosed Project (360, PS3)
      Environment and technology prototyping/development.
      Environment modelling, shaders and texturing.

      Coldwinter (PS2)
      Responsible for prototyping in-game physics.
      Responsible for creating 6 environments in addition to providing objects, textures, animation and FX.
    • Artist (Freelance)
      3000ad
      Aventura, FL
      2001 - 2003 (2 years)
      Battlecruiser Generations / Universal Combat (PC)
      FPS weapon modelling and texturing. Environment modelling and texturing.
    • Artist
      Attention to Detail Ltd
      Warwick, United Kingdom
      2000 - 2002 (2 years)
      Lego: Drome Racers (PC, PS2, GCube)
      Environment, object and weapon concepting, modelling, texturing and FX.
      Frontend, UI and HUD.

      Winter Olympics: Salt Lake City 2002 (PC, PS2)
      Responsible for creating the K120 and K90 ski jump environments from architectural plans, satellite data and a wide variety of gathered reference.
      Worked closely with the IOC and Eddie "The Eagle" Edwards to ensure accuracy and authenticity.
  • Skills
    • 3D Modeling
    • Environmental Graphics
    • Graphic Design
  • Elsewhere on the Web
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  • On Coroflot
    @matthewstephen, member since 2012
      • Followers 4
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