Mattias Van Camp - Technical Artist
About Me

my name is Mattias Van Camp, and I am a technical artist with various interests and a passion for games. For as long as I can remember, I've always been fascinated by how things work. While this fascination didn't exactly exhibit itself in the traditional way of taking apart various radios, I did always find myself asking the question, 'How does this work?'. In particular, I've always found video games to be fascinating bits of magic. So when I was presented with the opportunity to become a video game developer, I immediatley jumped on this chance. Later, while receiving education in game art, I discovered a second fascination: I love solving problems. Since that time, I've been looking for ways to become better at this, in particular by learning various scripting languages to be able to develop tools that optimise the artist's pipeline. I take great joy out of seeing someone do their work more efficiently and more freely, through a tool of my making. Thus, my primary focus is pipeline optimisation and tool development; a passion I pursue diligently.

On a more personal note, in April of 2013 I started a podcast called "The Gamedev Cast" together with Wiktor öhman and Jason Lavoie (, which is currently 24 episodes in and still going. The formula of the podcast, which I host, is that there are new guests every time, and we talk about a subject in game development. Examples of this would be our PBR Special, and the episode we did on Social Value, with Dr. Dmitri Williams of Ninja Metrics. Through hosting the podcast I've learned a lot about the games industry and the people behind it, and I've come into contact with many talented people that work in and around it.

On this site, you can see some of my work, (click on the images to see them in full resolution). My resume can be downloaded in both pdf and doc format through the links in the side bar, and of course if you would like to get in touch with me you can do that through my e-mail address: mavcart.mvc[at]

Mattias Van Camp
Technical Artist

General Information


  • Dutch (native)
  • English (fluent)
  • French (intermediate)
  • German (intermediate)


  • Adobe Photoshop, After Effects, Premiere, Illustrator, Media Encoder
  • Autodesk 3D studio Max
  • Autodesk Maya
  • Pixologic Zbrush
  • Perforce
  • Tortoise SVN
  • Blender
  • Unreal 3 Development Kit
  • Unreal 4 Development Kit
  • Cryengine 3 SDK and Sandbox
  • Unity Engine and MonoDevelop
  • Giants Engine


  • Ability to identify opportunities for automation in a pipeline, and efficiently research various approaches to improve it.
  • Drive to stay up-to-date with the latest technologies and techniques, and to research ways to apply it in the asset pipeline.
  • Sufficient mastery of the MaxScript and Python scripting languages to be able to develop tools that improve pipeline efficieny, while retaining ( or even improving ) artist freedom.
  • Basic understanding of C++, C#, HLSL, PHP, JavaScript, SQL (coding standards, library structures)


  • January 2016 - ...
  • Employment at The Creative Assembly in Horsham, United Kingdom, supporting the Total War franchise.
  • February 2015 - December 2015
  • Employment at Giants Software in Zürich, Switzerland, working on the Farming Simulator franchise. My work at Giants included creating start-to-finish assets for Farming Simulator 2016 ( mobile ), preparing various assets for outsourcers to finish, and integrating outsourced assets into the game engine ( Giants Engine ). I also created various stages of asset production for the FS15 Gold Edition map, including various map decorations and a few dozen building models. Lastly I was responsible for developing various scripts and tools that helped with speeding up the production pipeline, using Python and MaxScript as my two main programming languages for that purpose.
  • February 2013 - February 2015
  • Employment at Die Keure in Bruges, Belgium as a full-pipeline 3D artist, taking the 2D drawings and concepts to 3D, and into the Unity 4 Engine, while writing several scripts in both c# and Maxscript to ease along the pipeline. Work on this project included creating fully custom, stretchable rigs for over 60 characters, and developing a toolkit to be able to do this in a timely fashion.
  • July 2012 - September 2012
  • 4 month employment at Larian Studios, Ghent, as 3D/technical artist, following my internship. (responsibilities remained the same)
  • February 2012 - July 2012
  • 4 month internship at Larian Studios, Ghent, as 3D/technical artist (mostly jumping in where needed, focusing more on technical art than on general 3D art)


  • 2009-2012
  • Bachelor in Digital Arts and Entertainment at Howest University in Kortrijk, Belgium
  • 2003-2009
  • 6 years of secondary education at Heilig Hart Instituut Heverlee in Leuven, Belgium, graduated in modern languages and sciences.

Games I've worked on

  • Total War: Warhammer
  • My work on Total War: Warhammer included, for the most part, performance optimization of in-game assets and the development of our in-house LOD generation pipeline toolkit. I also created various tools to allow for more efficient analysis of performance-related data, using both MaxScript and Python as my languages of choice.
  • Farming Simulator 2016
  • My work on Farming Simulator 2016 included optimising various previously created assets for mobile use and creating entirely new assets from start to finish. I also developed various scripts to more easily meet the technical requirements of the game; with it being a mobile game, various technical tricks were used to maintain performance while still delivering impressive graphics on the target platform.
  • Dvinity: Original Sin and Divinity: Dragon Commander
  • I worked on both Original Sin and Dragon Commander during my time at Larian Studios in Ghent, Belgium, ranging from February of 2012 to the end of September of 2012. My assignments included creating art assets for Original Sin (OS), taking different objects to decorate the environment with from concept to finish, in many cases also creating my own designs. I also spent the better part of three months working on gameplay and environment effects, in many cases creating custom materials to achieve particularly challenging effects.
  • My work on Kweetet, an online educational platform for kids ages 7 – 13, inludes the entire art pipeline. I was responsible for taking assets from concept to finish, implementing basic interactivity, creating animations and rigs for characters, and modeling and texturing environments. My responsibilities also included creating full custom rigs for our numerous amount of characters, most of which are quadrupedal. Occasionally I also wrote tools to help streamline the pipeline, using the most appropriate language I can find. This usually comes down to either C# or MaxScript.


My artistic education and my technical mind enable and motivate me to find innovative solutions to artistic challenges. I always try to find the most optimal solution to a problem, and insist on learning from whatever mistakes I do make. I'm always interested in receiving feedback, and improving myself as a technical artist is the number one priority on my list. To that end I also actively engage other artists through communities such as polycount, and through my own game development-themed podcast. (The Gamedev Cast)