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Matthew Turner

Matthew Turner

Staff Environment Artist | World Builder | Level Designer

Talent
SeattleMember since November 6, 2026
World BuildingLevel DesignTeam LeadershipExperience OwnershipCross-Discipline CollaborationEnvironment Art CreationProblem SolvingVisual DevelopmentMentoringCommunicationProprietary AAA Engine and Tools (Bungie)Unreal Engine3ds MaxMayaZBrushPhotoshopPerforceJiraTFS
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World BuildingLevel DesignTeam LeadershipExperience OwnershipCross-Discipline Collaboration

About

Staff Environment Artist with 15+ years of experience leading development and directly crafting worlds for AAA live-service games. Trusted, reliable, and versatile environment artist, team leader and cross-disciplinary collaborator. Passionate about working together to bring memorable game worlds to life through coherent design, attention to detail, and creativity within constraints.

Experience

Staff Environment Artist | Senior Environment Artist at BUNGIE – Destiny, Destiny 2 (2017-11 – 2026-06)

  • Led environment art for the final three Destiny 2 raids, one dungeon and a raid reprise: driving coherence within a team of 3-5 artists, alignment and coordination with stakeholders, managing scope and production load, triaging feedback and bugs.
  • Crafted three raid player journeys with Design and Narrative leads: a progression of spaces, experiences and mechanics giving each activity a cohesive environmental-storytelling backbone.
  • Established signature motifs for three raids with Art Direction, Concept and Palette, expanding on established visual languages, and reinforcing narrative themes.
  • Advanced the careers and studio impact of four junior artists through careful management and advocacy, providing guidance, mentorship and assistance as needed.

Environment Artist | Associate Environment Artist at BUNGIE – Destiny, Destiny 2 (2011-10 – 2017-11)

  • Owned environment art from concept through closing, balancing aesthetics, efficiency, legibility, gameplay and design goals, extending palettes, developing shaders and building complex assets to support mechanics.
  • Optimized environment memory and performance to meet shippable targets across Xbox, PlayStation and PC release platforms.

3D Artist (Contract) at MICROSOFT (GOOD SCIENCE) – Kinect Star Wars (2011-08 – 2011-10)

  • Built environments from outsource assets, finishing with lighting, fog and post-process effects to support narrative and art direction.
  • Refined the art integration pipeline, establishing efficient processes for a game engine unfamiliar to the studio and providing technical feedback to reduce iteration time.

3D Artist (Contract) at TURN 10 STUDIOS – Forza Motorsport 4 (2010-10 – 2011-07)

  • Designed showcase track architecture, creating a distinctive palette of forms and materials, and extrapolating design elements into a family of structures.
  • Owned the showcase race complex, arranging buildings, roads, walkways and decorative elements to establish character and believable functionality.
  • Built and optimized efficient trackside assets, authoring geometry, textures and shaders to minimize memory footprint, overdraw and rendering cost, maintaining stable 60-fps gameplay.

3D Artist (Contract) at BUNGIE – Halo: Reach (2009-01 – 2010-06)

  • Modeled an intricate high-poly, large-scale ship (UNSC Frigate) leveraged across the release, for the in-game asset, all related vehicles and environment texture generation.
  • Built a wide variety of detailed human-scale props: modeling low and high-poly meshes, painting textures, creating shaders and defining destruction states.
  • Finished game environments for two missions and one cinematic, in collaboration with Design and Animation: building architectural libraries, constructing, texturing and lighting spaces, creating and propagating decals and decorators.

3D Artist at ZOMBIE STUDIOS – Blacklight: Tango Down, America’s Army 3.0 (2008-03 – 2008-12)

  • Created environment assets for two Unreal Engine 3 titles: modeling, texturing and creating material shaders.
  • Concepted and prototyped a set of third-person vehicle cover assets, balancing strict gameplay requirements with believable proportions.

Education

3D Animation & Visual Effects in Modeling Stream, Class Representative – Vancouver Film School (2005-02 – 2007-02)

Foundation Visual Art & Design in Animation Stream, Class Representative – Vancouver Film School (2005-02 – 2007-02)

BS in Computer Science, Magna Cum Laude – Washington State University (1997-09 – 2002-05)

Skills

Staff Environment ArtistWorld BuilderLevel Designer

Reviews

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