My game development journey started when I joined the studio game development team, WolverineSoft Studio, while wrapping up my studies at the University of Michigan.
I built strong connections with other people aspiring to break into the game industry, and quickly took on leadership roles on all the projects I worked on. It was a great experience and gave me the resources to rapidly develop my skills in design, programming, and working with other people across all the disciples needing to build a game.
Circuitry
Game Design & Programming, September 2020 - December 2020
Circuity was my final contribution to WolverineSoft Studio and is a case study of Vlambeer’s Nuclear Throne.
Contributions and tasks:
Determining the scope of the cases study, and working with designers and programmers to find the best ways to approach tasks
Optimization, cleaning, and bug hunting within code throughout the project
Creating tools to aid designer’s ability to quickly create content
Writing documents outlining how to use tools, systems, and designs
Bloom: Tome of Power
Level Design & Programming, June 2020 - August 2020
Bloom: Tome of Power is a retro-inspired first-person shooter treated as a case study of classic games such as DOOM, Hexen, and Dusk
Contributions and tasks:
Overseeing all aspects of design to ensure the whole of the experience was progressing forward
Developing and iterating my own level (Level 3) working collaboratively with artists, programmers, and audio members
Created a playtesting pipeline for designers to follow to improve WSoft Q/A and feedback gathering
IO
Technical Design & Level Design, January 2020 - April 2020
Io is the second release by WolverineSoft Studio. It is a 2D platform focused around a teleportation movement mechanic.
Contributions and tasks:
Leading development of the player controller and its design
Leading the development of backend level architecture and level design
Developing several levels, including the tutorial
Reviewing and balancing the experience as a whole
DreamWillow
Technical Design & Level Design, September 2019 - December 2020
DreamWillow is the first major release by WolverineSoft Studio. It is a 2D top-down shooter following a necromancer resurrecting your foes to free a forest from cursed creatures.
Contributions and tasks were:
Leading the design and iteration of moment-to-moment gameplay including balancing combat and level progression
Leading the Level Design team and creating two of my own levels
Created a map generation tool for the quick development of new levels
Get in touch
Feel free to contact me through email or LinkedIn with questions, comments, or even a basic hello. I'm generally available during the standard work hours based around Eastern Time.
matt@radermatthew.com