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Listed below are several projects I have worked on previously or am currently working on. Click each for a description, video, screenshots, source code, and/or for the game executable (if available).

Super Wall Crash
(May 2015 - Current)

Super Wall Crash is a procedurally generated infinite runner for mobile devices running iOS or Android. The art assets are pre-built during development using Qubicle and the entire world is randomly generated procedurally during runtime.

Project Torment
(September 2014 - Shelved)

Project Torment is a narrative-driven third-person psychological horror game following a man named David as he searches for his wife and son after a brutal accident. Torment is being developed using Unity 5.

Don't Be Dinner
(March 2014 - August 2014)

Don't Be Dinner is an interactive piece of fiction where you are a medieval knight approaching a monstrous troll in a dark forest. Whether you are blue, yellow, or green, quest to save the princess, steal the troll's gold, or simply determine the meaning of life, two choices decide your fate. With 45 different endings and dozens of ways to die, two choices were never more important. Your quest is simple: Don't Be Dinner.

(March 2014)

Spacer is a 2D arcade-style shooting game built with Unity 4.3 with many classic features used in a 2D game such as parallax scrolling, randomized generation of enemies and background objects, game state management, and several other features.

(Aug. 2010 - Oct. 2010)

Ambush is an arcade style 'Asteroids' overhead shooter. The engine uses a modified version of RhinoXNA and includes player input, 2D sprite and font rendering, and simple animated menus. It was built using C# with the XNA SDK and features art by Sage Gerard.

Food Fight
(Jan. 2009)

Food Fight is a basic demo put together in a few hours. This demo features a combination of 2D and 3D as well as some basic 3D collision detection and state management (used to provide a start menu and a pause menu). Food Fight was built in C# with XNA.

(Jan. 2008 - July 2008)

BallRPG is a role-playing game based on the classic 'Pong'. It was built using C# with the XNA SDK and features the full version of the RhinoXNA engine. The game features auto-save, 2D sprite and font support, dynamic content loading, and audio by Andrew Spadafora.

DirectX Demo-02
(Mar. 2008 - Jun. 2008)

DirectX Demo-02 was built after spending some time in XNA in which I learned general techniques that applied to any SDK. I found my return to DirectX much easier and built this demo which includes mesh management, keyboard input, and support for shaders (point light shader shown).

XNA Development
(Sept. 2007 - Feb. 2008)

The XNA Development series is a set of tutorials I wrote after learning XNA. The tutorials are aimed at beginners and lead them from installing Visual Studio and XNA through developing a simple 3D engine that supports 2D, 3D, game state management, and audio. After putting the tutorials online they have received lots of acclaim from developers all across the world.

XNA Demo-01
(Dec. 2007)

XNA Demo-01 is a proof of concept demo I wrote when writing the XNA Development tutorial series. This demo was written in C# with XNA and features a 3D first person camera with a 2D heads-up display (HUD). It also features the ability to save and load your position in game.

DirectX Demo-01
(Nov. 2006 - Jan. 2007)

DirectX Demo-01 was a small demo I wrote using tutorials found on C-Unit when I was first learning DirectX. I modified the code written in the tutorials to implement some other features such as controlling the character with an Xbox 360 controller. This demo was written in C++ with DirectX.

(Jan. 2004 - Mar. 2004)

NeverWorld is the first game I ever developed and what got me initially interested in programming and computers. The game features a simple character creation screen, multiple character classes, and a basic free roam. It also features randomized enemies at each location. NeverWorld was written in Visual Basic 6.

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