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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

Duration:

1 Week

Group Size:

2

Fractured

Lead Game Programmer

Role:
Responsibilities:

During this project I was responsible for:

  • Player Controller Development

  • Gamemode Development

  • Ui Development

  • Ai Development

  • VFX Design

  • Interaction System

My Work

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

My Takeaways

Fractured

Thinking back to Fractured, the game struggled in some areas of gameplay experience but served as a solid first step into combat design. Moving forward, I believe the next focus should be on improving enemy AI—giving enemies both individual and group behaviors. Additionally, refining animations and enhancing the character controller would go a long way in elevating the overall experience.

© 2025 by Matthew Tamati. All rights reserved.

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