Portfolio

Email: mattlevonian@gmail.com

Download my CV.

Interested in looking at my non-game work? Here is my high-school senior year research project, and here is a website I created in a hackathon in high-school.
Many of my games can be found on my itch.io page. Don’t miss my game jam games.

LinkedIn  GitHub

Sky Command (2017-2018)

Click here to read more.

 

Sky Command is my current project. The game is a re-imagining of a school project (see below), taking the same sense of frantic player cooperation and bringing it to a VR action experience. We building the game as an experience to be played at a VR arcade with friends. You and a partner player are crewing an airship and need to steer it, operate its guns, and repair its systems as you take damage. With only two people and three tasks, you are constantly running around and trying to coordinate with your friend to stay alive. The experience lasts roughly 15 minutes, and we are designing it to be highly replayable.

The game was selected as one of 6 greenlit projects from over 20 student pitches for the USC Games Advanced Game Projects capstone course. We have built a team of 22 students to develop a high-quality 15 minutes experience, to be finished by May 2018.

I am Technical Director on the project; I share responsibility for maintaining the creative vision on the project with the project’s Art Director, Kat Gray. We ensure that each team member understands the experience goal and aesthetic of the game, guiding development and keeping it inline with our ultimate vision. I also lead the engineering efforts, manage 5 other engineers, and coordinate with UX designers, audio designers, writers, and artists to produce the necessary features and tools for development.

From Light (2015-2017)

(website)

Click here to read more.

 

From Light is a 2D puzzle platformer with mechanics based on photography, especially long-exposure photography. The game was in the PAX 10, a group of “the ten best indie games in regard to gameplay and overall fun-factor” curated by a panel of 50 industry experts, at PAX 2015. The game is currently being developed for commercial release on PC.

I worked on the project as an engineer from 2015, before it was accepted into the PAX 10, until Spring of 2017, when I left the project to focus working on Sky Command (see above). When the game was accepted into the USC Games Advanced Game Projects course in 2016, I took on the role of Lead Engineer. Managing 3 other engineers, my responsibilities included week-to-week sprint task planning and personnel management, facilitating technical communication with and among other disciplines on the team, defining technical requirements for game systems, and ensuring tech debt was minimized.

Logo for the game.  PAX 10 Logo  Photo of us at the booth.

Sky Command (2016)

 

Sky Command was a class project at USC. I partnered with Kat Gray, and together we made an asymmetric cooperative/competitive multiplayer game about airship battles. In its current iteration, each airship is controlled by a team of two. One player controls the gun turrets while the other flies the ship and manages its health. The catch is that the navigator has to use an overhead map and can’t look around in first person. The gunner, on the other hand, has great spatial awareness through first-person visuals, but that’s all they have.

I did all of the programming, building the game in Unity and using Unity’s built-in networking functionality for the networked components of the game. Some of the systems I developed include a multiplayer lobby, 3D vehicle physics, weapon systems, a tactical minimap with display ambiguity, and optional VR support.

The game was accepted into the USC Winteractive Festival in 2016, out of more than 40 submissions.

Galactic Steel (2015)

This was a final project for a class at USC. I worked with another programmer over the course of 4 weeks to produce what you see here. We went through a lot of iterations on gameplay and aesthetic, searching for something that felt really solid to play. The art and sound is almost entirely from the Internet, mostly places like DeviantArt and OpenGameArt.org. The game was made in Unity using C#, and FMOD for sound. I programmed much of the core movement and combat system, enemy behavior, sound integration, and tooltip system.

Galactic Steel is a space-themed 2D “hack and slash”. The player commands a battle-mech, wielding a large sword as their primary weapon. Gameplay is centered around chaining together attacks smoothly and accurately in order to build up damage bonuses. You are also given a rocket-powered dash maneuver, a reflective energy shield, and a blinding stun attack that helps you evade and outmaneuver opponents which are much more agile than you.

A screenshot of the gameplay. A screenshot of the gameplay.

I’ve hosted the game on itch.io (downloads available there).
fake embed

Possession (2015)

For a semester in 2015, I worked as an engineer on a graduate student game project called Possession. Built with Unreal Engine 4, it was an RTS where the player could possess any unit and control it from a first-person view. I primarily worked on a building system, which involved prototyping a UI, networking the C++ code, and providing hooks into blueprints for designers.

The game website is no longer up, but you can see some of it through the Wayback Machine.


 

I also have a number of games from game jams: Game Jam Games


A screenshot of H2GO. A screenshot of Watership Leaf. A screenshot of Lord of the Stoopids. A screenshot of Taproot.

Advertisements

Say something! Do it!

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s

%d bloggers like this: