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WHO IS ALPINE EMPIRE
Matthias
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What I Offer
Four ways to collaborate.
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Level Art
Crafting realistic, high-quality worlds with player experience in mind, from blockout to polish.
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Environment Art
Creating 3D content: assets, modular kits, foliage, PBR materials, shaders and procedural tools optimized for performance.
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Pipeline & Tools
Ready-to-use Blender tools for common pipeline challenges, or custom pipelines, documentation, and tooling built for your studio.
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Mentoring & Workshops
1:1 mentoring, team training, or expert presentations on 3D content creation, world-building and pipelines.
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On game projects, I prefer working directly within teams, especially on long-term freelance or contract collaborations. Got a question or a project in mind? Feel free to reach out.
What Collaborators Say
Recommendations from the art directors, leads, and designers I worked alongside at Remedy.
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"I was Art Director for Matthias on FBC: Firebreak and its DLC, where he worked as an Environment Artist. He took real ownership of large parts of levels and carried them all the way, and his propping and visual storytelling gave those spaces a lot of character. Technically minded as well, he adapted workflows to suit whatever the levels needed and made production quicker for it. A clear communicator and a dependable artist to have on your team!"
Patrik Rosander
Art Director, Remedy Entertainment
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"I had the pleasure of working with Matthias over several years and on multiple projects, and I can say without hesitation that it has been a privilege. Matthias brings both the technical knowledge and the artistic sensibility to be an excellent addition to any team, and his willingness to go the extra mile is something you really appreciate when working in a small team!"
James Tottman
Principal VFX Artist, Remedy Entertainment
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"I had the pleasure of being the Lead Environment Artist for Matthias during the production of FBC: Firebreak at Remedy Entertainment. In a smaller team like ours, having someone like him with both high technical capabilities and artistical talent ended up being invaluable. It made a big difference to us as a team and helped push FBC: Firebreak beyond what we had hoped for. As a team member Matthias is sharp, very detail- and solutions-oriented, creative, passionate and self-driven. We had a really good and strong collaboration all throughout our time together on the project."
Maikki Rinkkala
Lead Environment Artist, Remedy Entertainment
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"I had the absolute joy of collaborating with Matthias on three different projects at Remedy Entertainment. Matthias is a seasoned professional who brings deep knowledge of art and design to every discussion. He's also one of the strongest team players I've had the pleasure of working with, and a confident decision-maker. He possesses exceptional technical talent, attention to detail, and the grit to go the extra mile to realize his vision. On top of all this, his easygoing and pleasant personality makes collaboration a breeze! We tackled every creative challenge together and I feel I learned a great deal in the process."
Teemu Huhtiniemi
Principal Level Designer, Remedy Entertainment
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Skills
What I build, and how I work.
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Level Art & Design
Building gameplay-driven levels and modular kits, with combat, metrics, and player guidance in mind, from first blockout to final polish. I managed and shipped key levels for several games, including Alan Wake 2's Dark Place.
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Asset Creation
Crafting modular architectural kits, PBR materials, hard-surface machinery, props and foliage, I can create highest quality assets and materials if needed, preferably using non-destructive workflows.
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Proceduralism
A systemic approach to content creation without compromising art directability. Creating bespoke solutions or a generic library of reusable tools with Houdini or Blender Geometry Nodes.
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Positive & Solution-Oriented
Open, straightforward, and solution-oriented. I am proactively seeking feedback and staying constructive whenever a challenge shows up.
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Collaboration & Innovation
I work closely with directors, producers, and teams, staying open to new tools and pipelines, proposing better workflows and making sure the work aligns with the creative vision.
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Ownership & Responsibility
I am a reliable, independent teammate who can take full ownership of levels and assets from start to finish, managing time and quality to meet deadlines.
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Software
Primary tools and engines.
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Blender
Primary DCC, modeling, look dev, and addon development.
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Houdini
Procedural workflows for modular assets, VFX, and world generation.
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Substance
Texturing and PBR material authoring.
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Unreal Engine
Level art/design, lighting, material setup, set dressing and performance optimization for a finished real-time scene.
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ADDITIONAL SOFTWARE
ZBrush, Speedtree, Gaea, Marvelous Designer, Marmoset Toolbag, Godot, Meshroom, RealityCapture, Agisoft, and Unity — happy to help you pick the right tool for what you're trying to achieve.
Simple Tools
Purpose-built, straightforward tools that plug into any Blender pipeline.
| Superhive | Gumroad |
Simple Utilities
Smaller, focused Geometry Nodes packs for specific workflows.
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SIMPLE
ALPHA
UV Nodes
Non-destructive UV projection, live in your Geometry Nodes modifier stack.
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MORE FROM ME
A few other things I've made along the way.
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MENTORING
Ten Years of Production,
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| ✓ Free 15-minute intro call, no commitment |
| ✓ 1:1 sessions, team training, or portfolio reviews |
| ✓ Flexible scheduling across timezones |
Come hang out with the community, discuss tools and world-building, and talk mentorship directly with me and other members.
Join Discord ↗Let's Create Something Extraordinary
Always excited to collaborate on new projects — whether that's environment art, tools, or a mentorship built around what you actually need.
Prefer not to use your email client? Email hello-alpineempire@poton.me directly.