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.

Email

matt@radermatthew.com