“The past 20 years it's been a great privilege to work with Pete who's been my coworker, manager, employer, and friend. Over the years I have witnessed his ingenuity, drive, technical abilities and critical thinking to overcome any challenge that was faced. His understanding of a wide array of tools and how they can be leveraged to help workflows to achieve results is practically unmatched. He's able to manage a team with very calculated and clear directions that makes working on any task easy and straightforward. Matterfield is Pete's creation and the culmination of all of these qualities using today's photogrammetry standards combined with his own researched tools, tech, and ideas to produce some of the highest quality assets for clients worldwide. Any development team would immediately see the advantages Pete's expertise would bring them and they'd be lucky to have him!”
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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Why convert a 3D object into a Gaussian Splat model? I’ve been hearing this question quite often lately, and the answer is straightforward: high…
Why convert a 3D object into a Gaussian Splat model? I’ve been hearing this question quite often lately, and the answer is straightforward: high…
Liked by Peter Sekula
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My wonderful time at Funcom has, alas, come to an end. After working on Dune Awakening with an incredible team, I’m now looking ahead to the next…
My wonderful time at Funcom has, alas, come to an end. After working on Dune Awakening with an incredible team, I’m now looking ahead to the next…
Liked by Peter Sekula
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I’ve just released this video on how to get accurate scale in your photogrammetry scans very very easily. https://lnkd.in/eEEC6ezR I’ve been in…
I’ve just released this video on how to get accurate scale in your photogrammetry scans very very easily. https://lnkd.in/eEEC6ezR I’ve been in…
Liked by Peter Sekula
Experience
Education
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Art Institute of Philadelphia
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Projects
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3D Scanning Production and Pipelines
See project- 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. -
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.
Recommendations received
2 people have recommended Peter
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Adobe Firefly now has the option to train a custom model on your own style. This will be good for concepts and prototyping ideas based on your…
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New Substance Painter beta 12.1 is out! Check it out here. https://lnkd.in/gbTXdCnz New baking workflows with skew map correction! *Only use for…
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I think I'm finally ready to put down my thoughts after the closing of Red Storm Entertainment. Except for one brief aside I was there from April of…
I think I'm finally ready to put down my thoughts after the closing of Red Storm Entertainment. Except for one brief aside I was there from April of…
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If the old way of making movies and video games is ending, why is the job seeking and interview process not evolving? Are people and companies…
If the old way of making movies and video games is ending, why is the job seeking and interview process not evolving? Are people and companies…
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