Matt Baamonde is a multifaceted creative force, constantly pushing the boundaries of art and technology. With a degree in music composition from the renowned Berklee College of Music as a shredding guitar virtuoso, Matt's journey began in the realm of music production and film scoring. After a decade of working on hundreds of TV shows and movies in various creative roles in Hollywood, he ventured into the visual arts, specializing as an Unreal Engine VFX artist and character animator.
Driven by an insatiable passion for innovation, Matt thrives at the forefront of virtual world-building. He embraces the limitless possibilities that emerge from the fusion of cutting-edge technology and boundless creativity. As a pioneer in the new era of media and entertainment, Matt is excited to shape the future of immersive experiences.
With a diverse skill set encompassing visual effects, graphic design, 3d animation, photography, video editing, and music production, Matt brings a holistic perspective to his projects. His musical background lends a unique understanding of rhythm and movement, essential elements that breathe life into his visual creations.
A visionary at heart, Matt's work is fueled by his ability to manifest the impossible. He continually seeks to expand the horizons of what's achievable, transforming his imagination into captivating realities. Through his art, Matt invites audiences to step into uncharted territories and experience the extraordinary.
UNREAL ENGINE | ANIMATION | VIRTUAL PRODUCTION | GAME DESIGN | AI
Degree: Contemporary Writing and Production
Expert in Unreal Engine 5 (& 4) for comprehensive environment creation and level design, including terrain, lighting, foliage, sky and water surfaces. Skilled in 3D modelling for level design, static mesh optimization and procedural content generation (PCG), enhancing interactive world realism and NPC AI integration.
Experienced in managing cinematic animation pipelines and rendering processes using Unreal Sequencer, Blender, Maya including post production VFX work in After Effects, Nuke and/or DaVinci Resolve. Specialized in motion capture cleanup and high-fidelity animation rendering, optimizing sequences for VFX and interactive media.
Proficient in Blueprint Visual Scripting within Unreal Engine, creating interactive applications and games. Expertise in live interactions and sequence activation, enabling rapid feature implementation and gameplay enhancement.
Skilled in advanced virtual production tools, managing the integration of physical and digital elements with technologies like NDisplay, Mo-sys, and Motion Capture Suits. Proficient in DMX lighting control and real-time sequence activation for enhanced production fidelity.
Experienced in designing custom materials using Unreal Engine, focusing on multi-layer blending and virtual texturing. Optimizes material logic for solid body, organic, and VFX surfaces, improving visual quality and performance.
Proficient in version and revision control using Perforce P4V and Git, ensuring project consistency and collaborative efficiency. Implements robust version control systems to manage project iterations and maintain code integrity across team contributions.
Unreal Engine 4 + Unreal Engine 5, Unity, Cinema 4D, Daz Studio, Maya, Blender, 3DS Max, Houdini
Blackmagic DaVinci Resolve + Fusion, Nuke, Sony Vegas
Photoshop, After Effects, Premiere, Illustrator, InDesign, Lightroom & Lightroom Classic, XD, Bridge, Acrobat, Animate, and Character Animator, Substance Suite
ChatGPT + API, Midjourney, DALLE, Runway, Wonder Dynamics (Invited Beta Tester,) ControlNet, Eleven Labs, Stable Diffusion, Deforum, AnimateDiff, Comfy UI and Automatic 111
HTML & CSS, Javascript, Python, C++
Wordpress, Shopify, Wix, Squarespace, WooCommerce and similar front end web platforms.
Background in Hollywood scoring and music supervision with over 100 film and national TV credits. VES Global member.
Strength: Resourcefulness
Weakness: Coffee
Music, Photography, Guitar, Filmmaking, Fitness, Video Game Development
Raccoon









Bringing the dystopian future of Neo-Gotham to life, this Batman Beyond animated pitch showcases the potential for a gritty, neon-soaked reimagining of the beloved animated series. Leveraging the power of Unreal Engine 5, we've created a visually stunning and atmospherically rich environment that captures the essence of Terry McGinnis' world.
Real-time Rendering: Utilized Unreal Engine 5's Lumen global illumination system to achieve dynamic, cinematic-quality lighting in real-time, bringing Neo-Gotham's bioluminescent underbelly to life.
Nanite Micropolygon Geometry: Employed UE5's Nanite virtualized geometry to create highly detailed cityscapes and character models without compromising performance.
Ray Tracing: Implemented ray-traced reflections and shadows to enhance the futuristic, glossy surfaces of Neo-Gotham's architecture and the sleek design of the Batsuit.
Niagara VFX: Crafted complex particle systems using Unreal's Niagara to simulate the neon haze, flying cars, and Batman's high-tech gadgetry.
MetaHuman Integration: Adapted MetaHuman technology to create hyper-realistic facial animations for Terry and other key characters, pushing the boundaries of digital performance.
Our vision was to blend the nostalgic appeal of the original series with cutting-edge graphics that today's audiences expect. By reimagining classic elements through a cyberpunk lens, we've created a Neo-Gotham that feels both familiar and freshly dangerous.
The pitch video strategically unveils key iconic elements - the Batcave, Terry's suit-up sequence, and a pulse-pounding flight through the city - each designed to evoke the series' core themes of legacy, technology, and the eternal battle against corruption.
Developed a custom material system to dynamically age and weather buildings, allowing us to showcase Neo-Gotham's decades of history in a single frame.
Created an AI-driven traffic system for flying vehicles, bringing a living, breathing quality to the city's skyways.
Implemented a unique "memory glitch" effect using Unreal's post-process volume, visually representing the interplay between Terry's actions and Bruce Wayne's mentorship.
This project not only demonstrates technical proficiency in Unreal Engine 5 but also showcases the potential for reviving beloved properties with state-of-the-art game engine technology. The Batman Beyond pitch stands as a testament to the power of real-time rendering in breathing new life into animated storytelling.








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Content coming soon — check back for project details, images, and videos.
Explorations into Generative AI, Media Creation and Filmmaking
General language based prompt development for controlled generative output. Skilled in nuanced language for stylistic, filmic, cinematic, artistic and design based detailing. Expert knowledge of various platforms and specific tags, parameters, command lines, input adjustments and referencing.
Expert in command line parameters, cinematic and stylistic character creation and upscaling results for final pixel use.
Stable Diffusion, Midjourney, Dalle, Microsoft Bing, ChatGPT, HeyGen, Elevenlabs





































































