Hi, I'm Matt.
I make games.
I make games.
I've spent a number of years as backend developer working on containerized microservices built with .NET Core. Most of my experience lies in the Microsoft tech stack (c#, .NET, Angular, Azure).
While working for BMW Group I developed an assembly line simulation program that monitored inspections on the assembly line in real time. I developed two variants of this application, one that was deloyed on a Hololens and one to run as a dashboard to be used by managers and developers.
I've been developing games using Unity3D for 5 years. I've worked on a wide range of projects including 1st/3rd person shooters, survival games, and multiplayer games.
Check out my portfolio page to see some demos of my previous work. Even though I've worked on a wide range of games, I have yet to publish one. I hope to have the time in the future to add the polish that each project needs to get them to completion.
The hololens application gives the user the ability to scale, rotate, and place a live view of the assembly line inspection station anywhere. Cars with their appropriate paint color are spawned as the car passes through the station. As ai processed images come in they are rendered onto the car at their given coordinates in 3d space. As each inspection result is published a marker appears at the inspection’s precise location and assigned either a pass or fail. Each inspection can be clicked on to see ai results and a larger image of the inspection. Cars with more than a given number of failures are highlighted with a large exclamation mark.
A car can be dragged off of the assembly line to rotate, move, and scale for closer inspection.
The desktop application is meant to be a dashboard for those who need to monitor inspection results in real time as well as assembly line data. Inspection results can be filtered by type or vehicle. An overall pass/fail percentage is tallied to identify problems on the line or with ai models.
Monster Tag is a multiplayer tag based game that keeps players engaged and working towards goals no matter which team they find themselves on.At the start of the game one player will find themself infected. The identity of this infected player (Monster) is not known to the other players (Humans). Players will have 30 seconds to go hide on the map or at least blend in among numerous AI Humans. Once the 30 seconds is up, the infected player will have the ability to fully turn into a Monster and begin their hunt OR they keep their identity concealed for up to 30 more seconds to do some incognito reconnoissance.
In total each game lasts 8 minutes. The goal of the Humans is to survive until sunrise, at which the Monsters loose their invulnerability and can be killed. The goal of the Monsters is to hunt down and infect all Humans before sunrise. During the game Humans can loot around the map to find items that can help them avoid capture, cure infections, and craft weapons to use to eliminate the monsters after sunrise.
Each player class has a unique ability, the common Human ability is ‘stun’, which can be used to stop Monsters in their tracks at close range and give the Human a chance to slip away. For Monsters like the Zombie and Werewolf, their ability is frenzy, which gives them varying boots in mobility to chase down a Human or quickly traverse the map. Other monsters, like the Vampire, have a shapeshifting ability which helps them go undetected for a period of time and gain a better vantage point for spotting humans.
GEOS is an multiplayer space survival game set in a tiny geocentric universe.
Currently the game is just a proof-of-concept, showcasing different planetary gravitational fields, atmospheres, sizes, and rotation speeds. Only early concepts of spaceship flying, resource gathering, inventory management, structure placing, and shooting have been integrated into the game so far.
In its current demo state, players are free to host an online game of up to 6 players where they can jump between planets using their spaceships and explore the various environments hosted on the 3 different planets.
CodeBots is an early form of a drag and drop programming game, designed to teach kids basic programming concepts. This demo was used to introduce robot programming logic to 4th and 5th graders and prepare them to program lego robots to complete simple tasks.
Students are presented with a map featuring a starting tile, a goal tile, obstacle blocks, and their robot. They can drag and drop one of four directional instructions onto an instruction list on the right side of the screen. Their robots position will update on the screen as instructions are added.
Pressing play will show a 3D view of the map and will run the instructions given by the student. If the robot comes in contact with an obstacle, the simulation will stop and go back to the instruction list to allow the student to modify the instruction list to fix the problem.
If the robot makes it to the goal tile, a congratulatory message will be displayed and they will advance to the next level.