ℹ️ Hi, I'm Matt! I'm a freelance game developer specialising in:✅ Unity & C# development
✅ End-to-end game & level design
🛠️ Technical implementation & gameplay programming
🎨 2D pixel art & animation
📅 15+ years' professional experience
🌍 Based in Leeds, UK
Available for projects such as...
Games for PC / console / mobile
Gameplay & systems development
Prototype development
Arcades & physical spaces
Interactive installations & museums
Porting and localisation integration
Design / technical consultancy
Branded experiences
Educational & training applications
Find out more about my skills and services:
About Me
Hi, I'm Matt! I'm a freelance game developer specialising in polished gameplay and technical implementation.⭐ Unity and C#
🌍 Based in Leeds, UK
📅 15+ years' professional experience across a wide range of platforms, genres and production environments.
✅ Specialising in arcade/action game design with a focus on satisfying player experiences.
✅ Unity and C# scripting proficiency spanning gameplay systems, level design, editor tools, procedural generation and feature development from prototype to polished implementation.
✅ Self-published five games on PC and Nintendo Switch, alongside freelance work for clients including Wimbledon, American Express and Playstack, and development on globally established IP including Oddworld and Harry Potter.
Skills & Expertise
⚒️ Unity / C# Development
Project, scene & asset setup
Gameplay programming
Editor tools
2D & 3D
Procedural generation
Input systems
UI, animation & audio integration
🎮 Game Design
Gameplay & systems
Level design & greyboxing
UI / UX
Difficulty & progression
🎨 Asset Implementation
Retro pixel art creation
2D & 3D animation
⭐ Tools I use every day:
Unity
VS Code
Git version control
Aseprite
✅ More tools I'm experienced with:
Photoshop, Illustrator
Video capture: OBS, DaVinci Resolve, ScreenToGif
Office: Microsoft, Google, Libre
Project management: Jira, Airtable, Basecamp
Chat clients: Slack, Teams, Discord
Third-party platform integration: Steamworks, Nintendo Switch SDK
🤝 Available for short to mid-size projects. Let's chat!
Wimbledon & American Express
I've worked with Momentum on a repeat contract basis to deliver several immersive games for the American Express area at Wimbledon. Each project combined digital gameplay with bespoke physical input systems, designed for short, accessible sessions that could be enjoyed by a wide range of players.
Dash to the Match
2026
I created the digital component of a physical multiplayer game based on an existing prototype and client brief.Five players stand in front of large 4K displays, with stereo-vision cameras tracking their body movements and translating them into actions in the game. Players move from side to side and jump to avoid obstacles and collect points, with their scores synchronised across the local network to create a light-hearted competitive experience.
I was responsible for:
character controls and core gameplay
gameplay tuning and obstacle generation
integration of 3D assets, audio, animation and UI
integration with motion-sensing camera SDK
analytics event logging
collaboration with creative, technical and on-site teams
an optional controller-based input system for accessibility
Centre Court Challenge
2022-2025
Recurring Wimbledon project
Competitive ball boy / ball girl immersive experience
Featured Andy Murray video footage and voice-over
Centre Court Challenge was a recurring Wimbledon project that I returned to each year, helping to develop and refine the experience based on feedback from the events. I worked on gameplay mechanics as well as implementing the game and integrating its assets.

The game is played in front of a large digital display, with the physical play area divided into four lanes corresponding to split-screen sections of the game. Players roll tennis balls along their lane, aiming at collectible items while avoiding obstacles. After one minute of rolling, the player with the highest score wins.
I was responsible for:
gameplay design, implementation and tuning
procedural obstacle placement
integration of 3D assets, audio, animation and UI
translating physical motion-sensor input into gameplay
collaboration with creative, technical and on-site teams
a bespoke audio and video delivery system featuring Andy Murray
A major part of the experience was the continuous audio feedback from Andy Murray, Amex's brand ambassador. I built a system that selected and delivered feedback based on each player's performance, culminating in a congratulatory video message from Andy for the winning player.
Perfect Pour
Arcade bar worker game; serve thirsty customers quickly with maximum precision to earn the top score
Arcade exclusive
Released 2025

I was contracted by DSM Arcade to develop a game exclusively for arcades and breweries. The game was designed in collaboration with Dan Fessler, while I handled the programming, technical implementation, 2D art and animation.I developed the original unbranded game from the ground up, including its core gameplay systems and a range of features designed specifically for arcade operators.
I was solely responsible for:
Unity implementation
gameplay and systems programming
arcade-specific systems and operator configuration tools
2D pixel art & animation
audio implementation
Operator & gameplay systems
The game was designed to be easy to pick up but rewarding to master, with a number of systems built to give operators additional flexibility and encourage repeat play.
Custom branding system: Operators can add their own logo to the game environment and display custom promotional slides during Attract Mode.
Analytics dashboard: Operators can review cabinet performance statistics of their cabinets over time.
Procedural character generation: Every customer is assembled from randomly selected features, creating a large variety of unique patrons without requiring hundreds of individually drawn characters.
Configurable reward system: Players can earn physical rewards based on their performance, with the rewards and performance thresholds configurable by the operator.
Above: sprite sheet for the Boss character's expressions (created in Aseprite).
I also created the game's promotional trailer using footage and direction supplied by DSM Arcade.
Soda Slam
Following the original release, I developed a data-driven re-theming system that allowed the core game to be adapted into new branded experiences without rebuilding its underlying gameplay systems.The system uses configurable asset data to define the visual and audio content for each version, and was used to create Soda Slam variants for Dr Pepper and Liquid Death.For Soda Slam, I also adapted the original single-player game into a competitive multiplayer experience. This involved modifying the underlying gameplay code and UI to support multiple players competing simultaneously, while retaining the core gameplay of the original.
Perfect Pour:
Pabst Blue Ribbon Edition
🏆 Winner - Best Single Player Game, Midwest Gaming Classic 2026 🏆
DSM Arcade subsequently collaborated with Pabst Brewing Company to create a Pabst Blue Ribbon edition of Perfect Pour.
I used the re-theming system to adapt the game to the PBR brand, replacing the original visuals with new HD artwork supplied by our illustrator Emilee Beeson while retaining the same underlying gameplay and systems.
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.
I worked on the port of Case of the Golden Idol, helping bring the original PC game to mobile and console. The original game was built around a mouse-driven interface, so a significant part of my work focused on redesigning the UI for touchscreen and controller input.
UI/UX Design
I led the UI/UX work, adapting the game's distinctive interface while keeping it intuitive across different input methods.
Redesigned the GUI for mobile devices and touch input.
Designed interfaces to work consistently across different screen sizes, aspect ratios and additional languages.
A major part of the UI/UX design was reducing the amount of information on screen in the puzzle-solving screens. The original PC version displayed everything on a single screen, but this was infeasible for small touchscreens. I designed a new GUI with the following changes:
Word list side-bar: Moved the large list of collected words into a paginated side-bar that can be toggled.
Separate solver screens: Split the unified solver screen into multiple popup solver windows. In addition, each one has a corresponding icon on the lower panel, which animates when unlocked and displays an icon when solved.
Porting to Unity
The port also involved recreating the original Godot game in Unity to support additional platforms and localisation.
Faithfully recreated scenarios in Unity, matching the original presentation and puzzle logic.
Developed custom Unity Editor tools and C# UI scripts to streamline the porting workflow.
Assisted with integrating localised text and ensuring puzzle parity across 12 languages.
Oddworld: New 'n' Tasty
Full remake of the original 1997 PlayStation classic Oddworld: Abe’s Oddysee.
Sole Game Designer • Just Add Water Developments • Released 2014 on PS4
As the sole Game Designer at Just Add Water, I was responsible for redesigning and implementing nearly every aspect of New 'n' Tasty, using the original Abe’s Oddysee as a foundation.The project involved reconstructing the original game's levels and mechanics for a modern 2.5D representation, while working closely with the development team and series director Lorne Lanning.
My responsibilities included:
Level design and reconstruction, from blockout through to entity placement and event scripting
Design and implementation of a new 2.5D camera design
Character behaviour and animation implementation
Difficulty balancing and gameplay polish
UI/UX design
Meta-game and save system design
Writing and editing text and dialogue
Localisation integration
Achievement/Trophy design and implementation
Particle effects integration
Optimisation and redesign for 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 was an entirely new chapter rather than a recreation of an existing Abe's Oddysee level.
The DLC was designed as a more challenging experience for seasoned players and gave us an opportunity to build on ideas developed during New 'n' Tasty. With minimal programmer support, we repurposed existing systems and assets to create new gameplay, including Alf himself as a unique Mudokon follower who Abe must protect while navigating a series of deadly traps.The project was an example of designing within tight production constraints. Rather than relying on new technology or extensive engineering support, we found ways to build new experiences with existing elements.
Oddworld: Soulstorm
Early level and game design for the next chapter of the Oddworld series
Level Designer • Fat Kraken Studios • 2016-2018
I contributed to the early development of Oddworld: Soulstorm, working on level design, gameplay prototyping and revisions to the game's camera systems.
My work included:
Greyboxing and prototyping levels
Designing gameplay scenarios, puzzles and combat encounters
Prototyping new gameplay mechanics
Designing and implementing a new 2.5D Cinemachine camera system
Showcase levels
One of my most substantial contributions to the project was the creation of two showcase levels that served as early demos for investors and press. Both were developed as the game evolved, and significant elements of their original designs ultimately made it into the final game.
Train HijackThe level challenges the player to make their way to the front of a speeding train while navigating enemy patrols, rescuing trapped workers, collecting hidden resources and avoiding a perilous drop.I developed several iterations of this concept before landing on the final design. I blocked out train carriage layouts, scripted cinematics and placed NPCs and other gameplay entities.A key part of the level's development was the explosive boss encounter against a rocket-launching Slig Mama tank. I designed this new boss character's behaviours and worked closely with artists and engineers to implement it.

Crowd Ladder EscapeI implemented the initial version of the ladder ascent sequence, showcasing new crowd technology capable of supporting hundreds of high-fidelity animated characters.The level was designed around keeping pace with the climbing crowd while eliminating threats and protecting the climbers along the way.I implemented cinematic camera stings to highlight key moments and give the sequence a strong finish.
EGX presentation
I also delivered a talk at EGX 2016, discussing the design changes made for New 'n' Tasty and the new direction being explored for Soulstorm.
Smart As...
Brain training game with social connectivity
Game Designer • Climax Studios • 14 months
Released Oct 2012 on PlayStation Vita
Smart As... is a brain training game built around 20 mini-games designed to showcase the PlayStation Vita's unique features. Designed around short daily sessions, the game also features voice-over commentary from John Cleese, providing playful feedback on the player's performance.I designed and iterated on mini-games throughout development, working closely with programmers and artists to take concepts from design documentation through to final polished versions
My work included:
Designing and iterating on 20 mini-games.
Scripting animated 3D menu systems.
Writing design documentation and collaborating with programmers and artists.
Audio design and implementation: responsible for the game's audio systems across the project, including scripting audio logic, writing voice-over lines, integrating 400+ voice clips and coordinating with external audio partners to build the sound library and establish the game's audio style.
Message system: designing, writing and implementing the message library system, including integrating text and localised content.
Polishing interface flow, tutorials, camera transitions, object behaviours, and animation.
Harry Potter and the Deathly Hallows: Part 2
Third-person action game based on the film license
Level/Boss Designer • EA Bright Light • 4 months
Released 2011 on Xbox 360, PlayStation 3, Wii, PC
Combat scripting
I initially worked on the Wii version, adapting enemy encounters to work within the platform's technical limitations. I scripted enemy AI behaviours that created the impression of larger-scale battles while keeping the actual number of active enemies within the hardware's constraints.
Boss encounters
I was later assigned to the 'boss battles' team where I took early designs for two encounters - including the final duel against Voldemort - and implemented them using the studio's in-house tools.During implementation, I proposed changes to the structure and flow of the encounters to improve the gameplay experience. These changes were approved and I worked closely with the engineering team to implement and balance them.
Create
Physics puzzle game with creative online community
Junior Level Designer • EA Bright Light • 4 months
Released 2010 on Xbox 360, PlayStation 3, Wii, PC
Create is a physics-based puzzle game in which players solve challenges using creative combinations of objects, decorate dioramas and share their creations with an online community.I worked on the design and implementation of physics-based challenges, creating layouts that supported as wide a range of solutions as possible.
My work included:
Designing and implementing physics-based challenges.
Blocking out level layouts.
Setting up and configuring a library of physics objects.
Creating 2D collision meshes in Maya.
Creating cinematic camera sequences for level overviews and challenge introductions.
Collaborating with QA throughout alpha, beta and final release.













































