Hi.
My name’s Matt.

I’m passionate about creating game systems that translate into meaningful experiences. I believe that games can contribute to a better world.

If you feel the same, drop me a line at matt@matthew-r-stevens.ca

Who am I?

I’m a game developer with a twist.

I am a programmer with a background in game design. I have experience developing projects from inception to launch, and have designed learning games for the Red Cross, the United Nations, and the Canadian Government.

Rogue Harbour:

In 2022, I joined the indie superstar team at Rogue Harbour Game Studio, so I could focus solely on my passion of game programming.

At Rogue, I have contributed to projects from pre-production to release and live-ops. I have independently managed projects and contributed to architectural planning based on game design documents. I work closely with designers to implement core gameplay systems, features, design tools, and UI, and build modular packages for the company's internal libraries, using clean production-quality code following international standards.

I proactively participate in a small team, quickly taking on increasing responsibilities and different tasks, and learning new skills as needed. I take pride in our work and help to build a healthy, happy team atmosphere.

Tech Skills:

LLST:

In 2017, I founded a learning game development startup called Lessons Learned Simulations and Training, serving international humanitarian clients from 2018 to 2022.

I designed more than 15 learning games with clients around the world, including Europe, the Middle East, and Africa.

I carried out research on the global effectiveness of learning games and delivered courses on learning game design for humanitarian educators around the world.

Soft Skills:

Current Projects

Disaster Town Tycoon

I contributed to pre-production planning and architecture, implemented core gameplay systems, collaborated on analytics, and worked with designers to build data-driven tools. DTT entered early access in Q1 2023, with release in Q1 2024. I participated in optimization, fixed bugs, and provided technical feedback on designs. My favourite task on this project is defining the math behind all the zany projectiles the art team lobs my way.

Airport BillionAir

I independently maintain iOS and Android builds and releases in communication with publishers on a successful free-to-play idle title. I manage updates of gameplay and meet legal requirements in different regions. On BillionAir, I developed modular packages for achievements systems, generator data structures, and analytics tools in Unity using C#, and maintain the live game. I also strongly encouraged liberal comic reference to the Dune universe.

Unannounced Project

I led the technical development of a prototype for an unannounced new CRPG project. I worked closely with art and narrative designers to validate technical feasibility of proposed features, selected and integrated third-party narrative scripting solutions into Unity, extended scripting functionality in Lua, established pipelines, implemented greyboxing, and planned out system architecture. I loved returning to my narrative roots!

Elysian Engine

I am currently implementing a 2D game engine from scratch, using C++ and SDL2. I started this educational project to maintain and strengthen my management of large projects, my skills in C++, and my understanding of game engine architecture. Who knew smart pointers could be this much of fun?

Past Projects

Frantic Antics

In the world of ants, chaos reigns supreme! Two ant queens go head to head, commanding their workers to search for tasks such as gathering resources and battling threats. Grow your horde fastest or be wiped out. Frantic Antics is a couch multiplayer game built in Unity over an intense three days, prompted by the theme "stronger together".

Evasive Thoughts

Your brain is full of ideas, but not every idea is a good one. You have to grab the good thoughts and evade the bad ones so they don’t wreck your day, your job prospects, and your shot at romance. Evasive Thoughts is an endless runner with a narrative component, prompted by the theme "make me laugh". I managed the tech team, proposed the general project architecture, and implemented majority of the gameplay systems.

RoboBlast2077

A rapid prototype built to explore a procedurally generated cave, using cellular automata and marching squares. Built in Unity using C#.

RPG Adventure

A vertical slice of a basic 3D action-RPG game, demonstrating the ability to design, organize, and implement larger and more complicated projects. Built in Unity using C#.

Asteroids_Pwnt

A high-paced clone of Asteroids, built in Godot with GScript, a scripting language based on Python.

Rescue Tank!

A retro-style humanitarian learning game inspired by Atari and DOS classics, developed to learn SDL2 and basic principles of engine development in C++.

My FCAP Journey

A game that teaches rural communities in Rwanda to design and monitor FCAP economic development microgrants. Designed to be played by people who are new to board games.

The client was provided with 20 sketch game proposals, of which 4 were selected for full game design documents. This game was selected by committee to be developed into a complete training tool.

The Pyramid

A game based on Maslow’s Pyramid of Needs, which teaches about the priorities and goals of different stakeholders in humanitarian crises. The game focuses on how conflict can arise between humanitarian actors, local governments, and the people they hope to serve.

Developed in collaboration with Untold Play.

Humanitarian User Research: Serious Games

An international research project on the effectiveness of learning games in the humanitarian sector, based on game-based learning workshops in Amman, Jordan and Nairobi, Kenya.

Sponsored by Save the Children. Findings presented in Geneva and Montreal.

The Community-Based Simulation Development Project

An eight-month training course on learning game design for humanitarian educators in Jordan. The training was offered in English and Arabic, and created with CRISP Berlin and Save the Children.

This project was funded by a grant from the Fund for Innovation and Transformation, the Inter-Council Network, and Global Affairs Canada.

Hexmap Widget

A basic tool to for the dynamic construction and modification of a hexmap, for use in a turn-based strategy game.

The Day My Life Froze

A simultaneous-action educational “MegaGame” for up 25 in-person participants, built to teach humanitarian workers the underlying systems of ethical urban refugee response. Developed as part of an in-person workshop, delivered to multicultural audiences on four continents.