| Hey! I'm Matthew Everhart, a game designer with 2 years of experience working in Video game development (most recently, with UTV Ignition Entertainment) and a player with a lifelong passion for games of all sorts. I'm a graduate of the University of Florida, with a B.A. in English and minors in Digital art and anthropology. I'm excited and eager to work designing experiences that force people to interact in new and interesting ways, experiences that teach people something new about themselves and others, and high profile games that have great IP's. Additionally, I value working with a tight knit team of people who can learn from one another. My favorite games of all time include: Portal, Passage (by Jason Rohrer), Super Mario world, Bioshock, Dodgeball, Mirror's Edge, and Settlers of Catan. Recently, I've been splitting my time between Starcraft II, Mahjong, Modern Warfare 2, and looking for a job. |
![]() |
E-mail: MatthewnEverhart@gmail.com Phone: 310-996-3934 311 NW 4th Ave. Gainesville, Fl. 32601 walk by my place on google maps! Check out my Resume! or wander over to my LinkedIn Profile |
| Falldown is based on an old TI-83 graphing calculator game. This version is basically a flash clone I used to help me learn AS3, but I added a few modern twists, such as red and yellow blocks that act differently than the regular blue blocks and dynamic difficulty (if youre doing well, It gets harder. Not so well, It gets easier). You can see the evoloution of this project HERE. Teacher always told me to 'show your work'. | sdkgcfhgfygfhgfggfhhhhhugfufghgihgjfhsdfhsodfhnsmdfhsodfnsodhfnosjdnfosdhfosjdfhsjodf |
REICH is the title I worked on at the now defunct UTV Ignition Florida studio. The unique selling points included fully dynamic destruction and robust physics based combat and puzzles. It also featured dual wielding of weapons and powers and cinematic, story driven gameplay. As a member of the core design team, I had a high level of input on the functioning of almost every system in the game. In addition, I took point on a few specific systems: |
![]() On REICH, it was my responsibility to balance the player's various economy systems. This included his power meter, health bar, ammo consumption and an exciting Meta Economy/points system, the design of which I spear headed. Obviously, This task required that I constantly interface with the designers in charge of enemy health and gun damage (among others), to make sure all competing elements of our various systems balanced each other out in the end. |
![]() Another Task I had on REICH was to tweak and oversee improvements to The player's locomotion system. This included tweaking the run speeds, jump distances, crouch heights and turning speeds of the player. Additionally, during my time at Ignition Florida, I designed and oversaw the implementation of sprint functionality for our player. This task required that I take feedback from and stay in constant contact with the level teams, so we could iterate on the levels for MAXIMUM FUN. |
“Matt was a great asset to our team. He brought knowledge, passion, and enthusiasm to setting up enemies and behaviors as well as being a key contributor in designing the core gameplay our game was built around. He was dedicated and insightful, whether prototyping behaviors or figuring out basic values our physics was based on. His gameplay knowledge and commitment went well beyond his level of experience. I would hire Matt again and recommend him to anyone.” November 8, 2010 Harry Jarvis, Campaign & Story Producer, UTV Ignition Entertainment managed Matthew at UTV Ignition Entertainment A reccomendation about my work on REICH, taken from my LinkedIn Profile |
![]() | ![]() |