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My Other
Game Projects

In this project, my work focused on level design and iteration, puzzle design and refinement, as well as the development of the horror shader. However, the main goal of the project wasn’t just about the game itself; it was about creating marketing materials, identifying our target audience, and developing playtesting reports. This experience taught me a great deal about practical and transferable skills beyond just game development.

Wrapped

(2025)

Play Wrapped, a game about exploring your old family house left yo you by your grandmother. As you go through and discover and learn so much more about the world through the houses eyes. Switch Realms from Cozy to horror to solve Puzzles and collect the missing pages.

In Room for Change, I served as the lead programmer and designer, with the majority of my focus on developing the phone system within the game and tying everything together with the contributions from the other team members. This project was more about cultural studies, exploring the impact of our game, and how it could assist those dealing with similar afflictions. I learned a lot from this experience in terms of communication and managing a project from start to finish, helping the team with task allocation and design goals to achieve our final product.

Room For Change

(2024)

Room For Change is a game exporing the impact of anxitey and depression through the scope of mad studies.  A short game made to support our thesis that provided perspective through gameplay and support for those experiencing similar problems.

While working on Fractured, I collaborated with Clay McConaghy to develop the game. During this time, I was responsible for programming and developing the majority of the game, including the shrines, enemies, player mechanics, and combat system, as well as the UI and UX. Clay focused on greyboxing the level. This was my first experience designing and developing a hack-and-slash style game, and I learned a great deal about animations, combat design, and the intricate thought process behind developing all the moving parts.

Fractured

(2024)

Follow our protagonist as the awake from a slumber to find the world they had once known forever changed. Fight through enemies to collect the missing fragments of the fractured world.


Game a Week Prompt: Open World

As Flying with Charlie was a solo, one-week project, I handled the majority of the development myself. I started with Unreal’s third-person game template and built upon it from there. I developed the flying mechanics, including the lean functionality, using sourced animations to bring everything together. I integrated licensed assets to build out the environment and visuals. My focus was primarily on refining the flying experience, creating a picture-taking feature to establish a game loop, and developing the companion character, Charlie.

Flying With Charlie

(2024)

Go on a journey through the imagination accross lands and meet small firends, like charlie. Charlie and friends will imbue yourself with new powers to explore the world around you.


Game a Week Prompt: Companion

Divergence Sync was inspired by the Mirror's Edge franchise and its clean-punk aesthetic. I began the project with physical sketches, mapping out the level and gathering feedback before iterating on the design. Once the concept was solid, I greyboxed the entire level. I developed the player controller from scratch, implementing features like mantling and crouching. In addition, I built the perspective transition system and designed the timer event system, which functioned as both save points and checkpoint timers.

Divergence Sync

(2024)

Something of yours was stolen, chase down the thief through this futuristic greybox . Try to complete this level as quick as possible and beat your high score!


Game a Week Prompt: level Design - Something punk/core

During Crow's Tavern, I focused on developing the interaction system, level design, and dialogue for the game. I designed both the story and systems from the ground up. This project also marked the creation of my first shader for outlines, and I gained a lot of valuable experience working with UI and UX design in Unreal.

Crows Tavern

(2024)

Meet Crow the local tavern owner as you manage the tavern, serve customers and explore a narrative through a supporting role and dialogue.


Game a Week Prompt: Simulation

© 2025 by Matthew Tamati. All rights reserved.

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