GAME DESIGN

Personal Projects - Flash Games
On my free time, I've been teaching myself Action Script 3 with Flixel. here are a few of my personal side projects using that language. The Idea is: 'simple classics, with a few novel, modern twists.' If you have any Feedback on these games I would love to receive it. Just shoot me an e-mail and let me know what you think. I'd really appreciate it!

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 - UTV Ignition Entertainment

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

Untitled Android game - Association of Digital Arts and Sciences - UF
As a Student at the University of Florida, my student organization, the Association of Digital Arts and Media (or ADAM) attempted to make an Android based top down adventure game. On this project I acted as Lead designer and art director. Sadly the game was never finished due to lack of free time among the members of the club, but going through the motions of trying to create a game from scratch taught me quite a few valuable lessons. Due to the rather new technology of the Android platform, We decided to base our game around using the camera to parse colors from the real world. These colors would correspond to types of magic or spells the player could cast in game. The story revolved around returning the color/life to a dull grey scale world. Below, you can see a prototype mockup I made of the color parsing mechanic, and some levels I designed.




ART

pencils

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pixels

polys

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