Matthieu Mandeville Gauthier
Technical Designer @ Digital Extremes
About
A level designer from Montreal seeking to create compelling experiences in video games.
Canada
Granby
Computer Games
Combat Design, Lua, Game Development, Repeatable Mission Design, Game Design, Unreal Engine, Unity Pro, Tutorials, Level Design, 3D Studio Max, Mobile Games, Quality Assurance, 3D Architectural Rendering, Unity3D, Gameplay, Source Engine, Scripting
Experience

Technical Designer
On Warframe: -Collaborate with design directors on new enemy NPCs, their abilities and weapons. -Create & script enemy NPC abilities and passive attributes. -Coordinate with animation and VFX to flesh out and ship these abilities. -Manage new NPC and weapon behavior trees, working with programmers for specific needs. -Collaborate with art and prog to flesh out the NPCs from prototyping to shipping. Updates worked on: Duviri Paradox, Whispers in the Walls, 1999

Level Designer
Montreal, Quebec, Canada
On cancelled project: -Own a game mode, develop its style and elements. -Onboard other LDs on the game mode to produce levels for it. -Collaborate with programmers to make new enemy types and functions. On Silent Hill: Ascension -Create levels for various scenes: Johansen Farm and House, Pennsylvania town among others. -Brainstorm and document gameplay modes with other LDs. -Create action sequences in conjunction with other LDs to fill procedural game modes. -Collaborate with programmers to implement various gameplay modes.

Level Designer
Montreal, Quebec, Canada
-Design tutorials and repeatable missions. -Script missions and support branching scenarios. -Design and balance vehicles for various tasks in tutorials and repeatable missions. -Work with programmers to develop more functions for use in missions. -Work with others LDs to develop game modes, integrate their creations and debug as a team.

Level Designer
Self-employed
Montreal, Canada Area

Level Designer
Montreal, Canada Area
-Design levels, missions and tutorials in an iterative process. -Sketch out or greybox the level and its elements. -Script tutorials and mission elements using object oriented languages and/or visual scripting. -Prototype new gameplay / suggest new game modes. -Work with leads and product owners to ensure the level fulfills its role in the game experience. -Work with artists to ensure gameplay and art are cohesive in the final product. -Integrate various game elements from prop prefabs to sound, navigation and AI cues. -Do related tasks as needed: integrate characters, skins, made RayFire destruction animations, export characters and validate their technical format.

Technical Game Analyst
Montreal, Canada Area
-Analyze games from their inception to their public release. -Identify present and potential problems. -Elaborate checklists for the QA department. -Do performance tracking during the development phase. -Participate to the formation of new technical analysts. -Take in-game footage for promotional videos or internal review. -Fix collision navmesh bugs. -Contribute to the creation process where appropriate.

3d Artist
Alpha Vision
Laval, Canada Area
-Create architectural 3d models based on CAD plans -Modify 3d models to suit marketing guidelines -Render scenes for 2d artists
Matthieu Mandeville Gauthier's Contact Information
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