About Me
My name is Matthew Pickens and I am a Game Designer, Film and Media Studies
Student, and Director of Outreach for the Video Game Development Club at the
University of California, Irvine.
Team Size: 4
Engine: Unity
Language: C#
Role(s):
Lead Level Designer
Designed and Implemented 1 full scale level and 1 Boss Room.
Designed and Implemented Level Features like traps and Basic Enemy routes.
Lead Combat Designer
Collaborated with another designer and refined the Players Weapon.
Developed damage dealing mechanic for Basic Enemies.
Implemented Enemy Movement
Developed Boss Encounter including but not limited to Attack Abilities, Movement, and Attack pathing.
Team Size: 3
Engine: Unity
Language: C#
Role(s):
Lead Level Designer
I designed and implemented two distinctly different puzzles for the First Level.
I designed 6 unique puzzles for an unused second level of the game that was cut due to time restrictions.
Designed two separate yet challenging puzzles that tasked the players with moving with with precision.
I programmed the level obstacles that the player would have to avoid.
Team Size: 4
Engine: Unity
Language: C#
Role(s):
Lead Level Designer
Designed and Implement an open office environment that forced the player to play in a variety of different ways.
Lead Gameplay Designer
Codeveloped several of the AI Systems for the Enemy NPCs including but not limited to:
Navigation
Combat
Health
Lead Narrative Designer
Came up with the original Idea for this game.
Wrote a script that narratively built upon the world of the game.
Team Lead
Oversaw the management of a small team.
Assisted Developers and Designers when needed.
Planning on remaking game from scratch in Unreal Engine 5
Team Size: 8
Engine: Unity
Language: C#
Role(s):
Lead Level Designer
Sketched and Designed 3D level layout on paper that takes advantage of unique movement system.
Built level that supports core mechanics
Prototyped and Iterated several different versions of the traversal path.
Co-Designed Gravity Field Implementation that allows player to move from planet to planet.
Capstone Project
Engine: Unreal 5
Language C++ & Unreal Blueprints
Role(s):
Level Designer
Paper prototyped several encounters in the main world scene.
Implemented upon the final designs of the prototyped open world encounters.
Communicated and Assisted the lead level designer with implementation of assets that thematically fit the main world.
Created and implemented a final boss encounter area completely from scratch.
Paper-prototyped different Design Layouts inspired by games of the same genre while keeping in mind the mechanics we had thus far.
Grey-Blocked the entire area in Maya with input from the rest of the team on what might needed changing.
Implemented the final scene with assets carefully chosen to optimize runtime efforts while giving off the professional quality of the game.
Solo Project
Engine: Unreal 5
Language C++ & Unreal Blueprints
Level Design
Designed and Sketched out maze like corridor system on paper.
Prototyped and Implemented 2D designs in a 3D space.
Iterated on lighting the map in different ways that fit the theme of the game.
Programming
Developed 3 Hostile AI with Navigation Paths
Programmed Start, End, and Game Over menus.
Implemented Footstep audio.
Solo Project
Engine: Unity, but moving to Unreal 5
Language: C# to C++ / Unreal Blueprints
This is a high scope project that I am currently still in the preproduction phase of development. I am blocking out scenes and building the smaller sets of the game. I am looking to implement large scale levels that allows the player to explore the world of WWW. I plan to implement an interesting spin on the first person action system by using a magic/spell based combat system. I also plan to use a branching dialogue system to create a story where players choices determine certain outcomes.