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About

About me:

Hi, I'm Matthew, a video game technical designer.

I'm currently a second-year Game Design student at Ulster University with two years prior experience at Northern Regional College within the same field. Programming and designing games is my expertise, and I really enjoy the problem-solving challenges of coming up with and implementing
interesting new mechanics. Over the last four years I've had the opportunity to develop my design skills greatly, and I'm eager to further expand
my knowledge and abilities with experience in the industry.

Highlighted Projects

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XLR-8

Unreal Engine | Blueprints | Windows

Solo Developer

 

XLR-8 is a racing game where the player times rhythm inputs to maintain a high speed.
 

Task Overview

  • Designed and pitched full game within a GDD.

  • Developed hover bike movement via line traces and forces.

  • Programmed many racing mechanics such as timers, checkpoints and player ghost recordings.

  • Focused on game feel mechanics such as camera sway/shake sound effects and reactable HUD to rhythm inputs.

  • Created an efficient User Interface where all buttons can be customised through one widget.

  • Implemented saving and loading mechanics to store the player's high score and PB time.

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Souls & Sails

Unity | C# | Windows

Solo Developer

 

Souls & Sails is a first person survival adventure. Just be wary of the large Soul Storm that will be chasing you.

Task Overview

  • Created survival mechanics such as resource gathering, hunger/hydration, crafting and a full inventory system utilizing C# scripting.

  • Created sail boat navigation utilizing a buoyancy plugin from the Unity store.

  • ​Developed roaming storm effect that chases the player.

  • Designed and created 4 islands to explore using Unity's terrain editor.

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Holo-Charge

Unity | C# | Windows

Solo Developer

 

Holo-Charge is 3D platformer where you navigate a holographic ball throughout a fantasy mixed with sci-fi environment.
 

Task Overview

  • ​Designed and pitched full game within a GDD.

  • Developed player movement by applying rotational forces to the ball character compatible on keyboard and controller.

  • Designed and implemented 2 collectable types that are displayed on the win screen of the level.

  • Created a 10 minute level with gradual increase in difficulty.

  • Scripted simple trap animations within Unity.

In-Development

Slime Spectrum

Unreal Engine | Blueprints | Android
Technical Designer, UI/UX Designer

Slime Spectrum is a 2D Puzzle Game where the player rotates their phone to alter the character's movement.

Task Overview

  • Created core 4 directional movement utilizing the mobile phone's gyro inputs. Iterated upon its design based on future obstacle additions through development.

  • Designed levels to be modular and allow for rapid creation of uniform levels.

  • Created camera panning and zooming mechanics which are automatically scaled according to level size.

  • Developed tools for level designers to alter character and trap colours/behaviour within the editor.

  • Designed and developed the entire UI and UX to be compatible on Android devices.

Other

Destiny 2 UX Redesign

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