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 * Matthew R. Stevens - Game Developer
 * Home - About Me - Portfolio - Resume - Itch.io - GitHub - LinkedIn - Contact

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 at all stages from planning 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 game 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:



 * C# // C++ // Git //
 * Unity // Unreal // Godot //
 * build pipelines //
 * systems architecture //
 * Goal-Oriented AI // Mirror //
 * rapid prototyping //
 * production-level code //
 * Agile + Scrum PM //
 * systems thinking //




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:



 * teamwork // communication //
 * interpersonal skills //
 * public speaking //
 * training delivery //
 * participatory research //
 * creative writing //
 * grantwriting //
 * professional writing //




FEATURED PROJECTS


UNANNOUNCED PROJECT

 * Project Type: CRPG Prototype
 * Company: Rogue Harbour
 * Date: March 2023 - present
 * Steam - stay tuned!

I am leading the technical development of a prototype for an unannounced new
CRPG project. In this role, I interact closely with art and narrative designers
to validate technical feasibility of features, establish pipelines, implement
greyboxing, and establish tentative project architecture.


UNANNOUNCED PROJECT

 * Project Type: Mobile Game
 * Company: Rogue Harbour
 * Date: February 2023 - present
 * Google Play - stay tuned!
 * App Store - stay tuned!

I am contributing to planning and architecture for an unannounced new
free-to-play mobile game project.


DISASTER TOWN

 * Project Type: Mobile Game
 * Company: Rogue Harbour
 * Date: Dec 2022 - present
 * Google Play
 * App Store

I contributed to planning and architecture of a new project, implemented core
gameplay systems, and implemented analytics through to early access release in
Q1 2023. Since release, I have planned and implemented new features requested by
design, fixed bugs, and provided feedback.


AIRPORT BILLIONAIR

 * Project Type: Mobile Game
 * Company: Rogue Harbour
 * Date: Aug 2022 - present
 * Official Website
 * Google Play
 * App Store

I currently independently maintain iOS and Android builds and releases and
contribute to communication with publishers. I developed modular packages for
achievements systems, generator data structures, and analytics tools in Unity
using C#, and maintained the live game.


ROBOBLAST2077

 * Project Type: Game Prototype
 * Date: June 2022
 * Play online: Itch.io
 * Source code: GitHub

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


RPG ADVENTURE

 * Project Type: Game Prototype
 * Date: Aug - Nov 2020
 * Play online: Itch.io
 * Source code: GitHub

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

 * Project Type: Game
 * Date: Sept 2021
 * Play online: Itch.io
 * Source code: GitHub

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


RESCUE TANK!

 * Project Type: Game
 * Date: April 2022
 * Download: Itch.io
 * Source code: GitHub

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

 * Project Type: Educational Boardgame
 * Date: Oct - Dec 2021
 * Play Online: Tabletopia
 * Game Rulebook
 * Design documents
 * DIY Print Materials: Part 1 and Part 2

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

 * Project Type: Educational Boardgame
 * Date: Mar 2021 - present
 * Play Online: Tabletopia

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

 * Project Type: Research Report
 * Date: Jan - May 2020
 * Report
 * Webinar

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

 * Project Type: Training Course
 * Date: Jan - Oct 2021
 * YouTube Documentary
 * Course Outline: English and Arabic

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

 * Project Type: Tool
 * Date: June 2021
 * Play online: Itch.io
 * Source code: GitHub

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

 * Project Type: Educational "MegaGame"
 * Date: Mar - Sept 2018
 * Info Page

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.

Like what you see? Contact me at matt@matthew-r-stevens.ca

© Matthew R. Stevens 2022