Last Online: 7/11/07
Ben Mathis
My name is Ben Mathis. I've been working in the game industry since 2003. I've contributed to nine shipped titles, and worked for numerous studios both in-house and remote. I specialize in creating characters, animals, weapons, and vehicles, for any generation of system. I also create training material and pipeline enhancement. I enjoy coming up with new tools and processes, and then sharing them with the rest of my team. When possible, I also enjoy showing those results to the rest of the world, so that the video game industry as a whole can benefit and move forward with better art. I'm a fast worker, knowledgeable and constantly learning, as well as experienced.
I'm currently working as a freelance artist, roaming about the globe. I'm available primarily for remote work, but I can sometimes be bolted down for short periods to help a studio come up with a solid pipeline for their project. Be it bringing an entire team into a new technology pipeline, or optimizing an existing pipeline. I'm also able to provide extensive documentation to ensure the process is repeatable by current artists, and to be used in training new hires.
I'm currently working as a freelance artist, roaming about the globe. I'm available primarily for remote work, but I can sometimes be bolted down for short periods to help a studio come up with a solid pipeline for their project. Be it bringing an entire team into a new technology pipeline, or optimizing an existing pipeline. I'm also able to provide extensive documentation to ensure the process is repeatable by current artists, and to be used in training new hires.
I believe in freedom of information
Career Summary
Shipped Titles:
Ghost Recon 2: Remote, modeled one high poly weapon for the in game cinematics. PS2, Xbox
BloodRayne 2: In-house, modeled and textured numerous in game characters and environment props. PS2, Xbox, PC
Dark Age of Camelot: Catacombs Expansion: In-house, modeled and textured the majority of the new player hairs and hats. PC
Fate: Remote, modeled and textured a player pet, and one monster. PC
GUN: In-house, modeled, textured, and rigged four in game characters, one cinematic character. PS2, Xbox, GC, PC, PSP, Xbox 360
Elder Scrolls IV Oblivion: Remote, modeled and textured two in game statues. PC, Xbox 360
Rise of Legends: Remote, created one in game character that was used in promotional material and E3 demo. PC
Titan Quest: Remote, created NPC's for early prototypes of the game. PC
Tony Hawk Project 8: Numerous character assets, helped create skin shader used on all characters in-game PC, 360, PS3, PS2, Xbox
Ghost Recon 2: Remote, modeled one high poly weapon for the in game cinematics. PS2, Xbox
BloodRayne 2: In-house, modeled and textured numerous in game characters and environment props. PS2, Xbox, PC
Dark Age of Camelot: Catacombs Expansion: In-house, modeled and textured the majority of the new player hairs and hats. PC
Fate: Remote, modeled and textured a player pet, and one monster. PC
GUN: In-house, modeled, textured, and rigged four in game characters, one cinematic character. PS2, Xbox, GC, PC, PSP, Xbox 360
Elder Scrolls IV Oblivion: Remote, modeled and textured two in game statues. PC, Xbox 360
Rise of Legends: Remote, created one in game character that was used in promotional material and E3 demo. PC
Titan Quest: Remote, created NPC's for early prototypes of the game. PC
Tony Hawk Project 8: Numerous character assets, helped create skin shader used on all characters in-game PC, 360, PS3, PS2, Xbox







