Peter Sekula

Peter Sekula

Raleigh, North Carolina, United States
1K followers 500+ connections

About

I am the President and CEO of Matterfield, a photogrammetry and 3D scanning services…

Activity

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Experience

  • Matterfield Graphic

    Matterfield

    Raleigh, North Carolina, United States

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    Raleigh-Durham, North Carolina Area

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    Raleigh, North Carolina, United States

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    Raleigh-Durham-Chapel Hill Area

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    Raleigh, North Carolina, United States

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Education

  • Art Institute of Philadelphia

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Projects

  • 3D Scanning Production and Pipelines

    - Developer and manager for large-scale database automation, image processing, scan processing and post-processing using C# and Python
    - Expert knowledge of Reality Capture, Artec Studio, and general photogrammetry and 3d scanning best practices
    - Developer for proprietary asset review and import software based on Unity HDRP
    - Authored scan processing tools and best practices for production team leveraging Adobe Substance 3D toolset
    - Programming and support for in-house…

    - Developer and manager for large-scale database automation, image processing, scan processing and post-processing using C# and Python
    - Expert knowledge of Reality Capture, Artec Studio, and general photogrammetry and 3d scanning best practices
    - Developer for proprietary asset review and import software based on Unity HDRP
    - Authored scan processing tools and best practices for production team leveraging Adobe Substance 3D toolset
    - Programming and support for in-house convolutional neural networks, autoencoders, and other computer vision tasks in Python using OpenCV and PyTorch.

    See project
  • Quantum Theory Entertainment

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     Soley created several Unity and Unreal Marketplace Asset Packs across several platforms
     Rich focus on Triple-A visuals and modular production workflows with Rome Fantasy Packs I and II
     C# editor scripting and asset processing in Unity using Visual C#
     Developed optimized products for VR, Desktop, and Mobile platforms
     Supported all customers with technical details and bug fixes
     Hosted quarterly Substance Designer lecture and tutorial series
     Consulted with other…

     Soley created several Unity and Unreal Marketplace Asset Packs across several platforms
     Rich focus on Triple-A visuals and modular production workflows with Rome Fantasy Packs I and II
     C# editor scripting and asset processing in Unity using Visual C#
     Developed optimized products for VR, Desktop, and Mobile platforms
     Supported all customers with technical details and bug fixes
     Hosted quarterly Substance Designer lecture and tutorial series
     Consulted with other developers for look-dev and performance profiling

  • Tom Clancy's The Division (Xbox 360)

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    Preproduction Work Includes:
     Responsible for lighting portions of the Dark Zone PVP area
     Worked with level design on prototyping cover and gameplay layouts
     Developed environment narratives to tell stories through asset placement

  • America's Army Xbox 360

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     Lead and educated outsourced art development and ensured stability with engineering implementations
     Advised design and engineering departments on scope and feasibility based on existing engine technology
     Coordinated with Army contacts on project goals
     Reviewed milestone builds for 3rd party deliverables

  • Ghost Recon 2 Xbox

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     Designed, created, bug fixed 3 maps for Ghost Recon 2 Xbox (Pagoda, Train Yard, Ambush)
     Assisted Lead Artist with level and object staff management
     Supported artists on engine functionality
     Delivered art assets on time and in-budget.

  • Ghost Recon 2: Summit Strike Xbox

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     Lead team of 15-20 artists in developing follow-up project to Ghost Recon 2 Xbox.
     Provided support to level and object staff on efficiency and optimizations
     Worked with producer in scheduling art deadlines and deliverables
     Advised design and engineering department on artistic feasibility and scope
     Managed third party on level development, scheduling
     Managed art bug database

  • Ghost Recon: Advanced Warfighter (Online Multiplayer) Xbox 360

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     Modeled, Textured, “Boneyard” multiplayer map.
     Delivered art assets on time and in budget.
     Lead team of nearly 20 level and object artists
     Lead art team of 8-10 on developing new art for downloadable content
     Educated staff on Red Storm’s first Next-Gen title through experiences and prototyping with proprietary engine.
     Educated level and object staff on efficient memory and performance optimizations for the Xbox 360.
     Documented processes and…

     Modeled, Textured, “Boneyard” multiplayer map.
     Delivered art assets on time and in budget.
     Lead team of nearly 20 level and object artists
     Lead art team of 8-10 on developing new art for downloadable content
     Educated staff on Red Storm’s first Next-Gen title through experiences and prototyping with proprietary engine.
     Educated level and object staff on efficient memory and performance optimizations for the Xbox 360.
     Documented processes and techniques
     Co-Lead art technology development.
     Managed art bug database

  • Ghost Recon: Future Soldier (Xbox 360)

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     Created modular objects for singleplayer and multiplayer campaigns.
     Prototyped new lighting technology in preproduction
     Educated new hires on lighting technology.
     Traveled to Paris studio to share lighting knowledge

  • Ghost Recon: Island Thunder Xbox

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     Visually updated 4 pre-existing maps from PC project for use on Xbox
     Designed and built “City Blocks” map for downloadable content.
     Delivered art assets on time and in-budget.

  • Project Wallace (Unannounced Xbox 360)

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     Developed rich artistic direction approved by Ubisoft Management.
     Developed cohesive visual identity between product and marketing.
     Prototyped visual benchmarks and techniques
     Worked with Creative Director in supporting game design with visuals

  • Project Xerxes (Unannounced Xbox 360)

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     Developed and maintained artistic vision with conceptual art team.
     Researched and developed extensive art style guide
     Directed art for storyboard phase of pre-rendered proof of concept movie
     Advised on game design fundamentals and development
     Constructed art vision and approach documents for team and management approval
     Worked with engineering in establishing graphics features and tools requirements.

  • Rainbow Six: Patriots

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     Responsible for production of 2 multiplayer maps.
     Created hi-res textures and models for environments
     Participated in level design and gameplay testing
     Worked closely with design on level flow and game modes.
     Created high resolution skies and background terrain.

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