#

 

# # # #
This is an example of a HTML caption with a link.

LADY HAWKE

A study of composition
Inspired by the dual nature of these characters, playing with reflected perspective and inverted color schemes

 

SD STARWARS

Pushing the iconic forms of the X-wing emphasizing the long cockpit

 

DISNEY'S SKY LEGENDS

WWII inspired universe for a Disney Game where pilots are both human and reptilian

 

TIME BANDITS

The moment before they stole the map. Their shadows betray their true nature

 
 

ART DIRECTION

About Art Direction // Art Direction is about creating a memorable identity and targeted emotions through the careful prioritization of craftsmanship.

  • IDENTITY: 90's era cartoons inspired by golden age comics    // EMOTION: Nostalgic Adventures

    A once in a lifetime chance to work with some of the most acomplished names working on Super Hero MMOs, a joy to work with Marvel again and the trust of a team who was open to trying something new. One of the most amazing experiences in my career.          

    GOAL: In the red ocean of Marvel games, create a resonant look with an ownable style
    SOLUTION: Tap into the nostalgia of saturday morning cartoons targeting the generation who holds those memories as sacred.
    OUTCOME: We found an artstyle that the team was inspired to build that stood apart from other offerings at the time.



  • TEAM FIGHT TACTICS

    IDENTITY: NEW GAME IN THE LEAGE OF LEGENDS IP   // EMOTION: Adventurous, EPIC BATTLES

    We had three months to  launch this new game from start to finish.  This included a roster of new characters, game boards and IP fiction.        

    GOAL: Make a player friendly Autochess, using all the skin lines from League... and have it make sense.
    SOLUTION: Consier the skin lines a multiverse a chunk from their world (the arena) is pulled into a space where battle take place.
    OUTCOME: The floating island concept emerged, allowing fun concise battles that made narative sense.  



  • SKY LEGENDS

    IDENTITY: VINTAGE AVIATION IN AN ALTERNATE TIMELINE // EMOTION: Adventurous, modern nostalgia

    This was a rare Disney project where we were asked to create a new world and characters. When I joined this project the team had a prototype and a bunch of different directions for theme and visuals.

    GOAL: Sort out the different approaches into a single coherent vision.
    SOLUTION: Lean into the heroism of vintage aviation in a alternate Earth.
    OUTCOME: By using the period to unite the characters, color choices, planes and music, this game began to feel like a complete world, something new from another era. 



  • SUPER HERO SQUAD ONLINE

    IIDENTITY: Soft TOY-LIKE WORLD OF SUPERHEROES // EMOTION: WHIMSICAL HEROIC PLAY

    Marvel wanted to bring its popular SD toy line into Games, comics and television. It needed an Art style that was distinct without letting it become disconnected from its other offerings.

    GOAL: Marvel's comics had grown dark, Marvel toys however were booming.
    SOLUTION: A toy like approach using matte surfaces with Ambient Occlusion lighting to simulate a vinyl toy look, then enhanced that with Tilt Shift to create the illusion that these were toys come to life.
    OUTCOME: The game was appealing to new and old fans alike. It was similar to the rest of the Super Hero Squad franchise and its art style became a signature identifier for our game.

  • creature HUNTER ONLINE

    IDENTITY: anime (cell shaded), themes in a whimsical world // EMOTION: ADVENTUROUS

    This project was co-developed between Sierra Online and our sister studio in Shanghai China. In a little over a year we had built sixty characters, three sprawling worlds and a full-fledged Avatar system.

    GOAL: Create an MMO that appeals to both eastern and western players
    SOLUTION: Anchoring from references known to appeal to both player groups we used Cel shading and painted backgrounds that used Z-depth to reced the foreground into the background.
    OUTCOME: The game felt reminenscent of classic animation with a painterly overtone.  



  • STARCRAFT GHOST

    IDENTITY: fall face first into the rts // EMOTION: action adventure

    Working on StarCraft Ghost was like writing history as you went. Working with legends like Sam (Samwise) Didier, and diving into the world of StarCraft.
    GOAL: Deliver on the first StarCraft themed Console game.

    SOLUTION: There are times to invent and times to give the fans what they want. What they want from a StarCraft game was StarCraft. My goals was to make the experience feel like you had fallen head first into the RTS.
    OUTCOME: A huge following grew for the game, even before it's launch.  




    R&D ART DIRECTION PROJECTS _

    I've spent deep portions of my career in R&D for amazing projects and studios. Some of the art styles I've worked on include: retro sci-fi, fantasy noir, grit/grunge Racing and high Fashion. I've never found a project that I couldn't get carried away with. I think I'm extremely lucky to be in this creative field, and look forward to diving into new worlds, genres and art styles.      see examples




 

PORTFOLIO

Skills // Concepts, Modeling, animation, video editing, Graphic Design, project planning, team management and mentorship, world building, product planning.

Software //Photoshop, sketchbook Pro, Blender, 3ds Max, ZBrush, video Editing, AI toolsets.

Training // Management training courses at Riot, Blizzard and Amazon, Certified in Agile development, Assoc. of applied sciences in computer animation.

 

ABOUT ME

 

Matthew Bell An industry veteran with over twenty years of experience. Everything from start-ups to AAA studios. Focus on Art Direction that delivers resonant experiences by establishing new IPs or by delivering well known IPs in a fresh way. A track record of building highly engaged art teams filled with artists who operate as owners.
  • Published Author
    My first novel, The CURSED TOWNS OF JERICHO, published today. An extreamly rewarding experience that tought me more than I could have hoped. See it here .


  • RIOT's TEAM FIGHT TACTICS SHIPED
    Just launched Team Fight Tactics as Art Director. Addictive game play, great team and a once in a lifetime journey.  


  • RIOT GAMES: Jolly Aquisition
    I moved the family to texas in order to join a team of passionate developers who deeply care about players. Our team began working like mad, building prototypes that might change the landscape of mobil gaming. Our efforts have concluded in being aquired by the legendary Riot Games. Looks like I'll be commuting to Santa Monica.


  • Amazon: Third Patent
    Just aquired my third Patent at Amazon. I'm offically an inventor. It's been an amazing ride, working with Amazon A-Z labs, Lucas Film, and the games teams. Some of the best parts are collaborating and dreaming with my team.


  • Disney: My character hanging up in Disney
    I don't consider myself a concept artist, but in the case of Disney's Sky Legends, I ended up doing the concept art for the characters. Today I learned that one of my characters was hung in the halls at Disney, which means alot to me since Disney has inspired me since I was a kid. I still remember my mother sending them a drawing I'd done of Donald Duck.


  • COMICON: SQUAD AT THE MARVEL BOOTH

    "Nonsense," I said. "We came out here to find the American Dream, and now that we're right in the vortex you want to quit." I grabbed his bicep and squeezed. "You must realize," I said, "that we've found the main nerve." That's how it felt anyhow, to be in Marvel's booth at Comicon. What was even cooler was to see parents and their kids enjoying the game together. Parent's were pointing out classic character's and jokes based on Marvel Lore, while kids pointed out the more modern Marvel characters to their parents. Genuinely something they could share together.

  • COMICON: SHSO MARVEL PANEL
    Left to right, Matthew Bell (me), Nik Davidson , Jay Minn, TQ Jefferson. It was quite and experience to be on a Marvel panel at San Diego Comicon. We presented the game, it's Art Direction, Game Design and key dates, and it was encouraging to see how well informed the fans already were. Some of them were asking questions about the game that I hadn't even realized were public knowledge. It was fun have direct access to our consumers and to hear directly from them about what they hoped to see in the game. One little boy made his way up to the mic, and declared that he was a huge fan of DeadPool. Pretty dark comic for a little guy, but there ya go. Any how we were able to assure him that there would be plenty of Deadpool for him.
  • BLIZCON: SIGNING TABLE
    Sitting next to good friends and seriously talented artist signing schwag for fans of Blizzard. That's Eric Browning, a good friend and still creator of amazing concepts at Blizzard on my right. Next to Eric is the very talented Steve Crow, who made most of the vehicles in SCG, and is also about the nicest person you could hope to know. Only Blizzard could pull of an event like this, and even though many of the fans were WOW enthusiasts, I was super proud to be a part of it.
  • BLIZCON: ART LEAD PANEL
    Left to right, Justin Thavirat, Brian McRae and Matt Bell(me). This was my first public panel. I was really nervous honestly. But I was up there with Sam (Samwise) Didier whose easy humor made it feel casual. I did make one goof, where I answer a fan who was asking about WOW thinking they were asking about something from Ghost. "ugh!". Despite my own awkwardness it was cool to see the enthusiasm and field a few questions.
  • MEETING THE LEAD CHARACTER FROM MY GAME
    I spent a lot of time with this character before I saw her walking around Blizzcon. In fact when this picture was taken, I had just finished a redesign of her look (see below). I Hadn't even known that the company was going to have Nova at the show. It felt really surreal.
  • SWINGIN' APE STUDIOS TEAM PICTURE
    This was my first game team, I learned a ton from this group. Some of the best guys you could hope to work with, along the way we made Metal Arms and StarCraft Ghost. Many of these talented guys still work for Blizzard today. This picture was created by Scott Goffman, founder, talented artist and good friend. A lot of this team is still at Blizzard.
  • MEETING RAY HARRYHAUSEN
    Right before this picture was taken Ray walked up to me and asked me about the animation I had created for his Birthday Ceremony. "Did you create all that on your computer?" Surprised that the godfather of animation would be asking me that kind of question I proudly answered "Yes sir, Mr. Harryhausen. The whole thing. It took me the better part of the week." He let out a low whistle "Isn't that something." I never forgot his humble excitement or that he clearly never stopped being a student of the craft he helped inspire. 

    WATCH THE SHORT

  • Street Cartooning
    Long before I'd done anything professional, in fact before I'd gone to art school, I worked in Vail Colorado as a street Cartoonist. I'd had no training, I made a sign out of simple materials, got a venders licences and sat myself at the fountain in the town square. Met a lot of nice folks, and made a bit of money but the thing that surprised me was that all the local business had started enlisting me to design menus create calendars etc. It was the first time that I realized I could make a career of this. The next year I was enrolled in Art school.
 

CONTACT ME

Address // Saratoga Springs, NY 12010