Hey, I'm Matt!

I'm a developer currently working on some cool stuff at PlayWest.

I have a strong background in programming for games, the web, and Windows apps. I'm familiar with Unity and UE4, and have also worked with DirectX closely in a number of projects.

I'm currently in year three at UWE Bristol studying game development and programming. My dissertation is focussing on the production of skyboxes through machine learning.

If you'd like to chat, you can reach me through any of the channels linked below. Read on to see some previous projects!


i-Patch Pirates was my first shipped title at PlayWest, a games studio operated by UWE Bristol. The game was funded by UWE IT Services and aimed to promote cyber security to students and staff across both UWE campuses. I joined the project around two months before the ship date and helped push it through multiple major milestones and presentations.

My responsibilities for the project were to implement several key new systems such as achievements, tutorials, anti-cheat, and an arcade login. I also worked across the project fixing miscellaneous bugs as they arose, tidying older systems for modular use, and updating the older UI to use animators. As well as this I created the promotional trailer and splash for our WebGL build.

I was also in charge of creating a locker hacking minigame which had players guess part of a player's login code in order to break into that player's locker and steal their gold or buried treasure location. If a buried treasure location was found, it would be marked on the world map and players could explore to find it. Upon finding the treasure location the player had a chance to dig it up by playing a gem matching minigame. The aim of the locker hacking was to encourage players to pick stronger passwords and change them regularly.

Pirates shipped openly to 30k staff and students at UWE Bristol for their Cyber Security Week - available on Android, WebGL, and arcade machines on campus.

Following shipping to UWE, we secured a deal with Bristol Airport, and I was a part of the presentations to trial Pirates within the airport's offices. This trial led to securing funding for a Pirates redesign, focussing on security issues at the airport, for use in staff training, to be launched as a new title. This was also later followed up by multiple other locations, such as Gatwick.

Download for Android Play Online

dont walk by


dont walk by


Created in a team of four over a few days, this game is a "demake" of Superhot, styled for the Atari 2600. We attempted to recreate the feel of an old console by utilising the correct resolution, colour scheme, sounds, and art.

Our aim with the game was not only to produce it quickly through fast iteration, but to have something that was fun to play and easy to pick up.

The game was intended to use some USB NES controllers we had, however all inputs remap to keyboard - with spacebar and W/A/S/D.


As my second and final year one coding assignment at university I had to create Angry Birds. I wanted my game to be similar in style to the original Angry Birds however all happen within the one window. I started by decompiling the original Angry Birds Flash game to get assets for the pigs and birds.

Eventually I discovered some higher quality assets for these online, however I kept the original blocks from the Flash game (hence the lower quality) as they had all damage states which allowed me to create a block health system.

All character and block entities in-game had a health mechanic. Blocks had varying heath, for example, the glass/ice block would only require two hits to destroy, while the rock block would require four. Blocks also had a number of different styles, which were uniform across all types. These were long rectangle, square, and tall rectangle.

Having three different styles and three different types of block allowed for a good variety of assets in the levels - each with a maximum of four supported destruction states. All of these assets were loaded to objects which could be easily placed within the level via a basic visual level editor tool I built.

Each character also had a number of different visuals, some representative of health, while others representative of state. For example, when you launch a bird from the catapult, it will go cross-eyed! All characters blinked at random intervals during the game to give them extra life. Pig health could easily be told by its current visual, just like in the original Angry Birds game.

I also added the iconic dot trail behind each bird to show its trajectory, along with the equally iconic glove cursor for interacting with the bird in the catapult. Cartoon explosion FX was implemented upon a bird hitting a block or an entity being destroyed, along with FX of score bonuses popping up as required.

A scoreboard was implemented which displayed on the main menu where levels were selected. This is similar to the original Angry Birds game and I quite like how intuitive it is.

Download View Source on GitHub