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

Portfolio

Video Games

PC console PlayStation Xbox iOS & Android

Arcade Games

coin-operated arcades bars family entertainment centres

Self-Published Games

indie solo development Steam Nintendo Switch itch.io

Immersive Experiences

interactive media physical spaces bespoke input systems brand representation

Earlier Professional Work

PC Xbox 360 PS3 PS Vita Nintendo Wii


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.

Oddworld: Soulstorm - boss battle on train

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.

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.

Contact