Matthew Brown

Art Director at Liquid Development

Matthew Brown has a diverse work experience spanning from 2005 to present. Matthew served as a Marine in the United States Marine Corps from December 2005 to December 2009. Following their military service, they attended The Art Institute of Portland from January 2010 to March 2013, where they studied game creation and focused on 3D modeling. During this time, they also worked as a Lead Peer Tutor, creating a new tutoring training program and conducting workshops for up to 25 students. From May 2013 to March 2014, Matthew worked as a Test Associate at Experis Portland, specializing in testing console-based titles for Microsoft's Xbox. Since January 2014, they have been with Liquid Development, initially as a 3D Artist and currently serving as an Art Director.

Matthew Brown earned a Bachelor of Arts (B.A.) degree in Game Art and Design from The Art Institutes, where they studied from 2010 to 2013.

Location

Hillsboro, United States

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Liquid Development

At Liquid Development, we know creating content for the next-generation of gaming machines can be a grueling process for publishers. The amount of assets required by these new state of the art games can break any budget! Assembling the team of artists is a tough job in itself, but occupying their time in between projects can be downright impossible. Not to mention, finding the resources to create a specific element of a game can often take longer than the task itself. Enter Liquid Development. Using our resources allows the publisher to do what they do best: create great games, instead of managing a room-full of artists. Liquid Development has the experience to step in at any point in the process and produce art that is top-notch and true to the designer's vision. Our management can combine talents from multiple artists and create a cohesive array of content. Because of our art director experience at previous organizations, we know the frustrations that publishers often face when trying to implement the work of multiple teams of artists. We know that this experience comes as a refreshing change to most publishers.


Headquarters

United States

Employees

51-200

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