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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.

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.

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.

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.

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.

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.

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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