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Matthews
Portfolio

About Me

A Passionate Developer

Hello! My name's Matthew.

 

I am Software Engineer, with a love and passion for Video Game Development.

My skills are also transferable to other fields of Engineering as well, although Game Development is my passion and preference.

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I specialize in client side engineering and have been working professionally in the Game Industry since 2012. I have built products in both C++ and C#, on teams leveraging proprietary C++ engines as well as Unity. I also have a small amount of Java experience, developing Android Applications, but that experience is limited.

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After achieving my Bachelors Degree in Game and Simulation Programming, I have had a great line-up of experiences and opportunities.

 

I initially started my career in the world of Behavioral Health, developing mini-games and mobile applications with the goal in mind to overcome PTSD symptoms and other stress-related behaviors for the Healthcare Industry, with Military Personnel being the primary audience.

After leaving the world of Behavioral Health, I began working for the largest manufacturer of casino games in the US, International Game Technology (IGT) based in Las Vegas. I spent many years there developing great casino games, earning two awards along the way, for recognition of hard work and impressive game quality.

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After leaving IGT, and moving back to Washington State, I landed a great opportunity at Turn10 Studios (Microsoft), developing Forza Motorsport 7, of which allowed me to experience my first shipped AAA title. A few months prior to leaving Turn 10 Studios, I had the opportunity to develop Gameplay features for the next title in the Forza Motorsport Franchise, Forza Motorsport (8), developing car progression systems and other mechanics.

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Since Turn 10 Studios, I began working at Big Fish Games, in Seattle, on the SDK Team, where I worked on developing new platform features, as well as expanding existing features, within their SDK. I brought the SDK into a Unity-First approach design, bridging the gap between Unity code, and native (Android | iOS) code, while collaborating closely with native developers.

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I then left Big Fish Games, to explore an opportunity with Fair Worlds, an immersive technology company, pushing AR, VR, XR capabilities and bring immersive experiences to users through various applications. I was a Unity Engineer, where I primarily developed a PC-based application (with VR integrated capabilities) called Virtual Setroom. Virtual Setroom is a collaboration between Fair Worlds and HEB, a Texas grocery chain, to create a digital twin of the HEB store environment. This digital twin store helped take the physical store into the virtual space, allowing merchants to visualize products in a virtual environment from their PC, or within Virtual reality.

Moving on from Fair Worlds, I accepted a position, my most recent experience, as Senior Unity Game Developer with Hashbang Games. Hashbang is primarily a client for-hire service, where we worked with other Game companies to develop games, new experiences and services, Live-Ops, etc., however we also worked on developing internal IP as well. As a Senior Unity Game Developer, I worked on various games, developing game mechanics, UI, scalable back-end systems, and leading/mentoring junior developers along the way.

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I have worked on a variety of different projects throughout my career. Most of which have been related to the Gaming Industry in one way or another. Each project has always been a learning experience, and has taught me much about my skills, where I excel and where I need to improve. I am always striving to better myself in both my professional and personal life. I pride myself on tackling the difficulties ahead of me, and improving myself as a Software Engineer and as an Individual.

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Please feel free to check out my projects below.

 

Some of my personal projects [may or may not] have a download link in which you can check out my project first-hand. I would greatly appreciate any feedback you may have as well, via my Contact form.

Controlling complexity is the essence of computer programming.

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