🗨️ Hi, I'm Matt!I'm a freelance game developer specialising in Unity and C#.🌍 Based in Leeds, UK
📅 15+ years professional experience

Available for projects such as...
✅ PC, console and mobile games
✅ Design, porting, consultancy
✅ Arcade games
✅ Interactive/educational displays
✅ VR/AR/XR
✅ Training applications
✅ Brand representation


Video Games

PC console mobile Xbox PlayStation Nintendo Switch iOS & Android

Arcade Games

coin-operated arcades bars family entertainment centres

Indie Games

self-published solo Steam Nintendo Switch itch.io

Interactive Experiences

physical spaces brand representation


Find out more about my skills and services:

About Me

Hi, I'm Matt! I'm a freelance game developer.⭐ Specialising in Unity and C#.
✅ Skilled in game design, level design, and technical implementation.
✅ Experienced in writing game code and custom editor tools.
🌍 Based in Leeds, UK.
📅 Worked in the games industry since 2010.
🤝 Available for short to mid-size projects. Let's chat!

Skills & Expertise

🎮 Unity game development

  • game design & level design

  • specialised in Unity since 2009

  • 2D, 3D and VR

  • UI/UX design

⌨ C# scripting

  • gameplay programming

  • Unity editor tools and time-savers

  • procedural generation & automation

🎨 2D pixel art

  • characters, environments, GUI

  • animation in Aseprite and Unity

⭐ Tools I use every day:

  • Unity

  • Visual Studio Code

  • Git (GitHub, BitBucket, Fork client)

  • Aseprite

✅ More tools I'm experienced with:

  • Photoshop

  • Video editing (OBS, DaVinci Resolve, ScreenToGif)

  • Office (Microsoft, Google, Libre)

  • Chat clients (Slack, Teams, Discord, Basecamp)

  • Steamworks SDK

  • Nintendo Switch SDK

Wimbledon & American Express

I have worked with Momentum on a repeat contract basis to deliver several games.The following games were designed for physical spaces in the Amex area at Wimbledon over the course of several years. They were designed for short, easy-to-pick-up sessions for players of all backgrounds and abilities while offering a light-hearted competitive element.

Dash to the Match

2026

I created the digital component of a physical multiplayer game based on an existing prototype and client brief.

My work included:

  • character controls

  • gameplay tuning & obstacle generation system

  • implementation of 3D assets, audio, animation and UI

  • interfacing with motion sensor camera SDK

  • analytics logging system

  • collaborating with creative, technical and on-site teams

  • accessibility feature: optional controller-based input system

The game invites 5 players to stand in front of large 4K displays. Their body movements are tracked by stereo vision cameras and converted into actions in game. Players must move side to side and jump to avoid obstacles and collect points. Their scores are shared and synchronised across the local network to create a light-hearted competitive experience.

Centre Court Challenge

2022-2025

I helped design the game mechanics and implemented gameplay and assets.

My work included:

  • gameplay tuning & obstacle generation system

  • implementation of 3D assets, audio, animation and UI

  • translating motion sensor input into gameplay output

  • collaborating with creative, technical and on-site teams

  • implementation of Andy Murray's video/audio delivery system

The game is played in front of a large digital display. Physical play space is divided into 4 physical 'lanes' with corresponding split-screen segments on the display.Players must roll tennis balls along their lane, carefully aiming at collectible items in the virtual world. The player who scores the most points and hits the fewest obstacles is crowned the winner.Throughout the game there is continuous audio feedback from Amex's brand ambassador, Andy Murray. I created a system that tailors this feedback to each player's performance. At the end of the game, Andy delivers a bespoke message to the winning player.

Perfect Pour

I was contracted by DSM Arcade to develop a game exclusively for arcades and breweries. I collaborated on game design direction with DSM Arcade.I was solely responsible for:

  • technical implementation in Unity

  • gameplay programming

  • systems programming

  • in-game 2D pixel art and animation

  • audio implementation

I also implemented the following features:

  • Custom assets system whereby operator staff can embed their own company logo into the background of the game.

  • Detailed analytics system so operators can view performance of their cabinets over time.

Finally, I also produced the trailer (see above) using video footage and direction provided by DSM Arcade.

Perfect Pour:
Pabst Blue Ribbon Edition

After releasing the original version of Perfect Pour we collaborated with Pabst Brewing Company to create a Pabst Blue Ribbon version of the game.I was responsible for replacing the original game's visuals with new HD art assets supplied by our illustrator.

Case of the Golden Idol

Mobile and console ports of the popular detective game

Originally released on PC in 2022, the updated version launched in 2024 on Netflix Games (iOS and Android), Xbox Game Pass, and Steam.

UI/UX Design

  • Led the UI/UX design for mobile and console versions, adapting the original mouse-based interface to support both touchscreen and controller input.

  • Redesigned the game’s GUI for optimal usability on mobile devices.

Porting to Unity

  • Contributed to porting the game from Godot to Unity to enable broader platform support.

  • Replicated several puzzle scenarios in Unity, ensurely they matched the original Godot implementation.

  • Assisted with integration of localised text across 18 scenarios and 12 languages.

  • Developed custom Unity editor tools and UI scripts in C# to streamline the porting process and improve workflow efficiency.

Oddworld: New 'n' Tasty

Full remake of the original 1997 PlayStation classic Oddworld: Abe’s Oddysee.

  • Sole Game Designer at Just Add Water.

  • Released July 2014 on PS4 and later on PS3, Windows, Mac, Linux and Xbox One.

As the primary Game Designer, I was responsible for redesigning and implementing nearly every aspect of the game, using the original Abe’s Oddysee as a foundation. I collaborated closely with the entire development team, including working directly with series co-creator Lorne Lanning.

Key Responsibilities:

  • Level design

  • Camera design

  • Character behaviour and animation tuning

  • Writing and managing in-game text and dialogue

  • Localised data integration

  • Difficulty balancing and tuning

  • Scripting gameplay logic

  • Front End and UI design

  • Meta-game and save system design

  • Achievement design and implementation

  • Particle effects

  • Optimisation and redesign for ports to additional platforms

Alf's Escape

I designed and created Alf’s Escape levels as DLC for Oddworld: New 'n' Tasty in collaboration with a small team of artists.

Unlike the main game, this DLC introduced an entirely new chapter, not based on existing levels. It incorporated many of the new ideas we developed during New 'n' Tasty, delivering a hardcore challenge designed for long-time fans of the series.With minimal programmer support, we creatively repurposed existing functionality and assets to develop new features. For example, the addition of a unique Mudokon follower (Alf), who the player must lead through a series of deadly traps.

Oddworld: Soulstorm

I contributed to the level and game design of Oddworld: Soulstorm during its early development (2016-2018).My contributions included:

  • Level blockouts

  • Gameplay scenario prototypes

  • Game mechanic designs

  • Camera system revisions

Oddworld: Soulstorm - boss battle on train

My most notable contribution to the final release was the design of the train hijack level. While it underwent further changes before launch to accommodate new features, my original design remained largely intact.In this level, Abe (the player character) begins clinging to the back of a speeding train suspended from a rail. The player's goal is to make their way to the front to pull the emergency brake, all while navigating enemy patrols, rescuing trapped workers, collecting hidden resources and avoiding the peril of falling to their death far below. The level culminates in an explosive boss encounter against a rocket-launching tank.

I also delivered a talk at EGX 2016, discussing the design changes in New 'n' Tasty and the new direction for the series in Soulstorm.

Smart As...

Brain training game with social connectivity

  • Game Designer at Climax Studios (14 months)

  • Released 23rd October 2012

  • PlayStation Vita exclusive

Smart As... is a brain training game with social connectivity. It is comprised of 20 mini-games that fully leverage the PlayStation Vita's unique features. Designed for quick daily sessions, it includes voice-over commentary by John Cleese, offering playful feedback on your performance.

Key Responsibilities:

  • Designed and iterated on 20 mini-games.

  • Contributed to the game's overall structure design.

  • Wrote design documents and collaborated with programmers and artists to deliver mini-games to alpha quality for monthly milestones.

  • Managed all audio implementation using visual scripting tools, covering sound effects, music and voice-over.

  • Coordinated with external audio partners to assemble an audio library that aligned with the game's tone.

  • Contributed to designing, writing and implementing the game’s message prompt system. Integrated over 400 voice-over clips and text strings across multiple languages.

  • Polished interface flow, tutorials, camera transitions, object behaviors, and animations.

Harry Potter and the Deathly Hallows: Part 2

Third-person cover shooter based on the film license

  • Level Designer at EA Bright Light (4 months)

  • Xbox 360 / PlayStation 3 / Wii / PC

  • Released 12th July 2011

Combat Scripting

I initially worked on the Wii version, focusing on adapting the game to the hardware’s technical limitations. This included scripting enemy AI behaviors so that they gave the impression of larger-scale battles than the hardware could actually support.

Boss Encounters

Later, I took early designs for two major boss battles—Amycus & Alecto, and the final duel against Voldemort—and implemented them using in-house tools. During this process, I proposed changes to the structure and flow of these battles, which were approved. I then collaborated closely with the engineering team to implement and balance these adjustments.

Create

Physics puzzle game with creative online community

  • Level designer at EA Bright Light (4 months)

  • Xbox 360 / PlayStation 3 / Wii / PC

  • Released 12th November 2010

Create is a physics-based puzzle game where players come up with creative solutions to challenges, decorate dioramas and share their creations with an online community.

Key Responsibilities:

  • Designed and implemented physics-based challenges.

  • Blocked out level layouts to support diverse challenges, including user-generated content.

  • Set up a library of physics objects.

  • Created 2D collision meshes in Maya.

  • Created camera stings for level overviews and challenge intros.

  • Collaborated with QA to play-test for alpha, beta, and final release.

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