

Hi, I'm Matt, a software developer specializing in Unity, with a focus on mixed reality and gamification. I've got over 7 years of professional experience spanning Unity, Unreal, and PlayCanvas; with a history of delivering projects for Desktop, Mobile, HoloLens, and VR.
Scroll down for my professional work or take a look at my Side Projects
VR aircraft ground crew maintenance training simulator. Networked with Voice chat for instructor-led sessions; alongside the ability to hold local, solo sessions to practise.
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Implemented interactions and controls for UI, tooltips, locomotion, physical grab and controllers
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Debugged and troubleshot issues with external libraries while deployed to device
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Developed a type agnostic serializer using a TDD approach to streamline the creation of UI for Vuplex
Quest 2, 3 and Pro
Unity / C#
Agora Voice Chat
XR Interaction Toolkit
Vuplex Web UI
VContainer Dependency Injection
In-House Networking
Azure Text to Speech
An interactive, missing person thriller with a mental health message. As you explore the surroundings, the environment responds to your gaze and you begin to piece together a thought-provoking picture.
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Architected gaze and touch interactions and prefabs to be as modular and accessible to the art team as possible, saving time and effort
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Implemented real time lightmap switching for performant lighting changes at runtime
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Created a sound system for the sound editor to easily play, interrupt and modify sounds from anywhere with just a type reference
Quest 2, 3 and Pro
Unity / C#
Oculus SDK Gaze Interaction
XR Interaction Toolkit
Realtime Lightmap switching
Vuplex Web UI
VContainer Dependency Injection
Shadergraph materials
Forest of Resilience is a Short VR experience to introduce the fundamentals the four stages of mental resilience. It led to a larger project called Camp Resilience, expanding on the same concepts.
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Architected and developed the interaction framework which was reused in every project at Born prior to the release of XRITK3
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Built the world space UI, organising communication between myself, the UX designer and 2D artist
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Worked with non-technical stakeholders to refine product specifications, addressing feature feasibility and complexity
Quest 2, 3 and Pro
Unity / C#
Unitask Async Integration
XR Interaction Toolkit
DOTween / Timeline
RenderDoc GPU Profiling
Shadergraph shaders
VContainer Dependency Injection
VR Experience debuted at COP28 to highlight the effects of drinking water scarcity in rural Sub-Saharan Africa. Focuses on the story of a girl called Dagbe who interacts with others and explores their stories
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Developed a system to manage timelines for multiple overlapping characters and interactions, syncing voiceover, animations and effects
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Created a subtitle system to unobtrusively follow the user's focus
- Added Javascript to static webpages to allow communication with Unity via Vuplex Web UI
Quest Pro
Unity / C#
Animation Blend Trees
XR Interaction Toolkit
Unity Timeline
Vuplex Web UI
Javascript
GPU + CPU Optimisation
Training simulation focusing on how to safely deal with hazards in the day to day running of a US-based gas station.
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Used Bolt visual scripting system to script over 40 mini-lessons, creating custom nodes in C# whenever necessitated
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Designed and created a system to procedurally generate capstone levels from a list of tasks based on a user's learning priorities
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Localisation system which would dynamically resize and reposition Unity UI elements based on content and language parsed from a CSV
iOS
Unity / C#
Locomotion Tutorial Design
Cinemachine Procedural Transitions
Custom Inspector Tool Creation
CSV loading and parsing
Root Motion
Bolt Visual Scripting
16 Week game development course aimed at novice-lower intermediate Unity developers. Covering commonly used Unity features, source control best practices and programming patterns
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Developed a system to manage timelines for multiple overlapping characters and interactions, syncing voiceover, animations and effects
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Created a subtitle system to unobtrusively follow the user's focus
- Added Javascript to static webpages to allow communication with Unity via Vuplex Web UI
Desktop / Android
Unity / C#
Prefab Variant Structuring
Saving, loading and serializing
Android Achievements
Root motion and blend trees
Lighting Fundamentals
Cinemachine
A multi-platform, mixed reality, meeting app where users can collaborate to examine and manipulate CAD files in real time, whilst being represented by avatars generated via a mugshot-style photo.
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Led a small team of artists and programmers, heading scrums while breaking down and delegating tasks
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Designed UX for HoloLens 1, 2, Desktop and iOS, ensuring a cohesive experience across platforms
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Managed time to meet strict deadlines and satisfy client's project specification
HoloLens 1+2, iOS, Desktop
Unity / C#
Oculus Lipsync Native / C++
Microsoft MRTK
Azure Remote Rendering
UI / UX Design and Programming
Holographic Remoting
Profiling + Optimisation
IL2CPP + ARM Debugging
Mixed Reality app to provide maintenance instructions for machinery, in a similar way to Microsoft Guides. IoT-enabled devices can automatically upload their state to update a user's instructions.
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Designed and coded IoT-enabled demo devices to demonstrate the capabilities of the platform
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Designed UX for HoloLens 1, ensuring it was unobtrusive and informative
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Demonstrated software to clients and potential customers at international trade shows and bespoke sales pitches
HoloLens 1+2, IoT Devices
Unity / C#
Raspbian / Linux .NET Core
Azure Spatial Anchors
HoloLens Spatial Understanding
Network Replication
Profiling + Optimisation across devices
Sci-Fi VR horde shooter and base defence, featuring achievements, aerial and grounded enemies and a variety of dual-wield weapons with unique characteristics
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Worked alongside an artist to design and implement a hexagonal tile level editor for Scrap Attack
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Designed weapons and iteratively balanced them following internal and external playtests
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Collaborated with artists, programmers and another designer to refine and iterate UI elements, while balancing the game
Vive, Windows MR, Rift
Unity / C#
Unity Custom Inspectors
Level Design
Custom Inspector Tool Creation
Tutorial Design
Weapon and Enemy Balancing
UI Design
A multi-platform, web-based game designed to sit amongst web content. Aimed to maximise brand engagement by allowing a user to play using a variety of platforms and peripherals. Created over 2 weeks by an artist and me
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Designed, prototyped and iterated on gameplay across all platforms
- Profiled and optimised the game, draw calls, collision, and physics to run on mobile devices
- Implemented a simple collision detection and gravity system to workaround ammo.js + PlayCanvas performance issues
Desktop, iOS, Android, WMR, Cardboard
PlayCanvas / JavaScript
Game and UX Design
Game Balancing
WebVR Development
Mobile Input
GPU + CPU Optimisation