Matt Games

About Me

Welcome to the show! My name is Matthew Shotunde and I am a game developer based in the Niagara Region.


I've been studying game development at Brock University and Niagara College for 4 years and I am extremely passionate about the work that I do.

I describe myself as a generalist in game development, but I focus primarily on design and programming.


Take a look around!

If you find anything you like and want to get in touch, you can always shoot me an email or send me a message on LinkedIn.

Thank you for visiting!

Maid Mayhem

1st Place People's Choice & 2nd Place Achievement in Audio - Level Up Showcase 2026


Maid Mayhem is a 2-player to 4-player competitive party game where you take on the role of a big buff bald maid. Your task is to clean as much of old lady Twiggy's house as you can in 3 minutes by whacking dirty furniture and hitting away your competition.

Dino Dash



Dino Dash is a single-player 2.5D platformer. A little red raptor gets lost in the jungle and it's your job to help get it back to its nest. Run, jump, and dash through enemies to find a way back home.

Go Kill This Guy



In Go Kill This Guy, take on the role of Hevyn and Hel, an angel-devil duo, as they proceed through tests to acquire their exorcist licence. Vanquish an array of vile creatures for their many crimes in this short 2D platformer-shooter.

Maid Mayhem




Maid Mayhem is a 2-player to 4-player competitive party game where you take on the role of a big buff bald maid. Your task is to clean as much of old lady Twiggy's house as you can in 3 minutes by whacking dirty furniture and hitting away your competition.



Roles: Creative Director, Designer, General Programmer, 3D Animator

Project Time Frame: Sept. 2025 - Apr. 2026

Team Size: 11

Engine: Unity 6

Tools Used: C#, 3DS Max, Krita

Steam Link: Maid Mayhem on Steam



This project was made for our final capstone project in the GAME program at Brock University.


I took on the role as creative director for the team to lead the overall vision of the game and maintain cohesion between the mechanics, artistic direction, and audio components to align with the intended player experience.





I was a core member of the design team, planning out how our various mechanics would work together and fit with the core pillars of the game. I also participated in the many iterations of level design for the dirty house.


In addition to my work as a designer, I was also a general programmer on the team. I worked on several systems such as the tutorial, awards, and dynamic camera, as well as a shader to overlay a coloured dirt texture on top of an object (see below). However, my primary areas of work were in implementing the character animations, as well as the various soundtracks and their transitions.





I also worked on some character animations for the unarmed, mop, and feather duster weapons in the game (as you can see below).





We showed off this game at the Level Up Showcase 2026 for post-secondary school game projects.

At the end of the night, among over 150 other teams, we were awarded with 1st place People's Choice (the popular vote), as well as 2nd place Achievement in Audio.


Dino Dash




Dino Dash is a single-player 2.5D platformer. A little red raptor gets lost in the jungle and it's your job to help get it back to its nest. Run, jump, and dash through enemies to find a way back home.



Roles: Producer, Lead Designer, General Programmer, QA Tester

Project Time Frame: Jan. 2024 - Apr. 2024

Team Size: 6

Engine: Unity 2022

Tools Used: C#, Hansoft

itch.io Link: Dino Dash on itch.io



Dino Dash was made in fourth months for our Rapid Game Dev class at Niagara College. It is a 2.5D sidescroller where you play as a little red raptor that can dash around to clear gaps and defeat foes.





My primary roles on the team were that of producer and design lead. I communicated frequently with the team to ensure that production was coming along smoothly and kept track of task completion in Hansoft.


As design lead, my main tasks involved polishing the mechanics and gameplay experience to fit into the "speedy" feel of the game. This required several small tweaks, as well as some cuts for mechanics that did not fit the core pillars.





As a programmer on the team, I helped adjust several scripts to add impact and responsiveness to the many mechanics of the game. I was also in charge of implementing character animations and event scripting for in-game cutscenes.





Additionally, I was in charge of level design on the team. From paper drawings to in-engine blockouts, and the many tweaks and iterations that followed.





Go Kill This Guy




Roles: Producer, Lead Programmer, Environment Artist, QA Tester

Project Time Frame: Jan. 2023 - Apr. 2023

Team Size: 4

Engine: Godot 3.5.stable

Tools Used: GDScript, Adobe Photoshop

itch.io Link: Go Kill This Guy on itch.io



In Go Kill This Guy, take on the role of Hevyn and Hel, an angel-devil duo, as they proceed through tests to acquire their exorcist licence. Vanquish an array of vile creatures for their many crimes in this short 2D platformer-shooter.


This project was created in four months in my first year at Brock University. I took on the role of project lead, organizing the team schedule for the four months, taking into account our deadlines for other classes and showcase opportunities.





I was the main programmer for this team, contributing to the player controller, enemy AI, level mechanics, animations, textboes, event scripting, you name it, I worked on it (apart from the sound effects implementation).





Due to the small size of the team, I also needed to help with other areas of development. This led to me being in charge of level design on the team, as well as being the primary background environment artist.






This was the first proper game I ever worked on, so the final product holds a very special place in my heart.


CloudWorks Casino




CloudWorks Casino is a level design project that I created for Ubisoft NEXT 2026 between the months of September 2025 and January 2026.

I ranked third overall in the competition, making it through every round and ultimately being invited to the Ubisoft Toronto studio building for a tour and the awards ceremony!

For this year's submission, participants were tasked with creating a linear level for a Third-Person Stealth Action-Adventure game, set in a grounded and realistic world. In this level, the player is meant to infiltrate a location while managing traversal challenges and keeping mind of a light hostile presence.

I participated in Ubisoft NEXT the year prior, but I did not make it past the first round. With this submission, I wanted to try to put significantly more thought and intentionality into the depth of the level, while keeping my executiuon clean.

I started off with listing out the requirements and constraints. Using the MDA framework, I outlined my intended experience and emotions for the player, as well as design pillars to guide my thought process. I proceeded to brainstorm potential environments and stories and laid out a rough bubble map and pacing graph to detail how to make each area distinct, impactful, and important to the overarching experience of the level.

You can read through my unfiltered design process here!

The first stage required that we create a Mission Design Document, complete with top-down level maps, reference images, and any additional component that showcases our design process, all made using Inkscape. You can take a look at my Mission Design Document here.

In the following stage, we were asked to create a playable 3D blockout of our level in Unreal Engine 5. This was my first time using Unreal Engine, so there was a lot of learning involved throughout the process, but I am quite happy with the final result.

While the core aspect of this stage was to test the playability and enjoyment of our levels in practice, it was also a test of how we receive and iterate on feedback. I outlined how I took feedback from playtesters and how that impacted my design decisions in my changelist and playtest report, both of which were required to be handed in.

If you wish to check out my final changelist, playtest report, debugging comments, and the final playable build, click this link to download them.

Trials of Light

Trials of Light is a project I completed for my Level Design course at Brock University between the months of November 2025 and December 2025.

The assignment was to create a net new level in an existing game franchise. The challenge came in fitting the level into the world, story, and gameplay progression, as well as matching the design style and difficulty established in the rest of the game.

I chose The Legend of Zelda: Ocarina of Time 3D for this project as it is one of my favourite games and I had been studying the game throughout this course. I didn't want to overload myself, as I still had other courses and projects that required my attention, so I decided to plan out a mini-dungeon, similar in length to the Ice Cavern and Bottom of the Well mini-dungeons in the game.

The primary mechanic of this dungeon is that as the player completes challenges, more light will be unveiled, revealing more floors of the dungeon.

This dungeon takes place right before Ganon's Castle and exists underneath the Temple of Time, providing the player with an upgraded Master Sword at the end. This is meant to make the finale more climactic, as well as tying in the common theme in other Zelda games where the player is granted an enhancement to the sword of evil's bane.

Click on the following Level Design Document link to take a look at my design notes, as well as the final submitted level design document where I go into further detail on how this level fits into the game, as well as the several diagrams included to bring the idea to life.

DirectX Chess Board Render

Tools Used: C++, DirectX

Project Date: April 2025


This project was completed for an assignment in my Graphics Programming class at Niagara College. We were tasked with building chess pieces from primitive shaped and displaying them using DirectX in C++. Each piece was constructed using premade primitives, then given textures and lighting, and was finally placed onto the chess board. You can access the code on my GitHub by clicking on this box.

DirectX Primitive Render


Tools Used: C++, DirectX

Project Date: March 2025


This project was completed for an assignment in my Graphics Programming class at Niagara College. We were tasked with using DirectX in C++ to build out 2D and 3D shapes by placing and connecting vertices indidvidually. I built a hexagonal cylinder, hexagonal cone, and a rhombus pair in order to form a bow and some arrows (inspired by the fairy bow from The Legend of Zelda: Ocarina of Time). You can click on this box to access the code on my GitHub.

DirectX Brick Breaker

Tools Used: C++, DirectX, Inkscape

Project Date: February 2025


This project was completed for an assignment in my Graphics Programming class at Niagara College. For this assignment, we had to recreate brick breaker in C++ using DirectX. This meant manually drawing sprites, setting up collision bounds and interactions, coding ball and paddle movement, as well as brick breaking functionality. Additionally, I set up the game to include three levels and powerups for the ball that makes each level harder as you play. I also created all the art for the sprites using Inkscape. Click this box to access the code on my GitHub and play the build in the Debug folder.

3D Logo Animation

Tools Used: 3DS Max

Project Date: October 2022


This project was completed for an assignment in my 3D Modelling class at Niagara College. For this assignment, we had to create a logo animation in 3D using 3DS Max. I decided to go for a spy-like logo where several small rectangles move into place to formulate the letters for the logo.