I am a dynamic Sr. Tech Artist with over 12 years of experience in creating and optimizing 2D animations and visual effects for gaming. I’m proficient in Unity and Spine, delivering high-quality game-ready assets and improving performance through efficient asset pipelines. I’ve demonstrated success reviewing outsourced animations to maintain artistic consistency and I enjoy collaborating with cross-functional teams to solve technical challenges. I’m excited to bring animation expertise and a collaborative mindset to new projects, driving quality and innovation across upcoming releases.

Matthew Cangelosi

I am a dynamic Sr. Tech Artist with over 12 years of experience in creating and optimizing 2D animations and visual effects for gaming. I’m proficient in Unity and Spine, delivering high-quality game-ready assets and improving performance through efficient asset pipelines. I’ve demonstrated success reviewing outsourced animations to maintain artistic consistency and I enjoy collaborating with cross-functional teams to solve technical challenges. I’m excited to bring animation expertise and a collaborative mindset to new projects, driving quality and innovation across upcoming releases.

Available to hire

I am a dynamic Sr. Tech Artist with over 12 years of experience in creating and optimizing 2D animations and visual effects for gaming. I’m proficient in Unity and Spine, delivering high-quality game-ready assets and improving performance through efficient asset pipelines.

I’ve demonstrated success reviewing outsourced animations to maintain artistic consistency and I enjoy collaborating with cross-functional teams to solve technical challenges. I’m excited to bring animation expertise and a collaborative mindset to new projects, driving quality and innovation across upcoming releases.

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Language

English
Fluent

Work Experience

Game Artist at Cricket Moon Media
May 1, 2013 - May 1, 2017
Created 2D animations, UI motion and visual effects for casual and casino-style games using Unity, After Effects, and Photoshop. Choreographed timing and pacing of animated sequences to enhance gameplay clarity, feedback, and player engagement. Optimized graphics and animations to meet performance and platform requirements; served as a production liaison between artists and engineers, resolving technical constraints and improving asset handoff workflows.
2D Animator at Studio Yotta
May 2, 2016 - July 2, 2016
Choreographed the timing and pacing of animated sequences for casual and casino-style games using Unity, After Effects, and Photoshop. Optimized graphics and animations to meet strict performance and platform requirements for shipped products. Acted as a production liaison between artists and engineers, resolving technical constraints and improving asset handoff workflows.
Tech Artist at King Show Games
June 1, 2017 - May 2, 2021
Developed and optimized Spine 2D rigs and mesh-based animations for characters, combat abilities, UI, and visual effects using Unity, After Effects, and Photoshop. Delivered game-ready Spine assets with emphasis on optimization, texture reduction, efficient meshes, and performance-friendly animation setups. Implemented Spine animations directly in Unity, collaborating with engineers to troubleshoot animation, VFX, and integration issues. Established and maintained animation and asset pipelines, incorporating automation scripts that improved consistency, turnaround time, and export reliability. Reviewed outsourced Spine rigs and animations to uphold quality and stylistic consistency.
Sr. Tech Artist at Global Worldwide
May 1, 2021 - Present
Developed and optimized Spine 2D rigs and mesh-based animations for characters, combat abilities, UI, and effects, adhering to established visual styles and animation principles. Delivered game-ready Spine assets with a strong focus on optimization, including texture reduction, efficient meshes, and performance-safe animation setups. Implemented Spine animations directly in Unity, collaborating with engineers to troubleshoot animation, VFX, and integration issues. Established and maintained animation and asset pipelines, incorporating automation scripts that improved consistency, turnaround time, and export reliability. Reviewed and provided actionable feedback on outsourced Spine rigs and animations to uphold quality and stylistic consistency.

Education

BFA, Digital Arts & Animation at DigiPen Institute of Technology
January 1, 2009 - January 1, 2013
BFA in Digital Arts & Animation at DigiPen Institute of Technology
January 1, 2009 - January 1, 2013

Qualifications

BFA, Digital Arts & Animation
January 1, 2009 - January 1, 2013

Industry Experience

Gaming, Media & Entertainment, Software & Internet, Professional Services, Other