Matt Childress

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Objective: Full time game development position

Skills: Developer information and skills

  • Experience with C++, C#, Java, Objective-C, Unity, and UE4
  • 4 years of studio game development experience
  • 14 released titles - Xbox One, PS4, Nintendo Switch, PC, Wii U, iOS, and Android
  • Worked on internal IPs and titles licensed with Disney, the NBA, and Sony
  • Experience working with a team in a Scrum environment

Education: Bachelor of Science, Computer Science, May 2013

Western Kentucky University (WKU), Bowling Green, Kentucky

Experience: Work history

Lead Game Developer, Hitcents, Bowling Green, Kentucky
June 2015 - Present (Promoted from ‘Game Developer’ in 2016)
  • Develop core gameplay systems, script and design levels
  • Implement animations and behaviors, as well as integrate SDKs such as Steam
  • Maintain released titles with content updates, DLC, and bug fixes
Software Developer Associate, Fruit of the Loom, Bowling Green, Kentucky
March 2015 - June 2015
  • Wrote software in Java and Swift, used Unit and E2E tests, worked with JIRA
Software Engineer, Red Rock Government Services, Bowling Green, Kentucky
August 2014 - March 2015
  • Used Java, Eclipse, Asana, and ReST to make apps with client-server functions

Projects: Released titles and games in development

Creation Kit - Werewolf Hunter”, 2019 - present
Repeatable and randomized hunting quests from Hircine, made with the Creation Kit
  • Procedurally placed enemies and traps make the hunt different in each quest
  • Repeatable quest that is balanced for any player regardless of level
  • Detect Life effect that refreshes throughout the duration of Hircine's Boon
Get to the Orange Door”, 2018 - present
Rogue-lite FPS with parkour abilities and a retro style
  • Lead developer in porting the game to consoles
  • Refactor existing systems to conform to Nintendo lotcheck guidelines
  • Implement console controls, update existing plugins
Draw a Stickman: EPIC 2”, 2015 - Present
Adventure game that allows the player to draw their hero, tools, and world
  • Program NPC and enemy AI, controls, cutscene system, and other features
  • Handle player movement and interactions, script and design 3D levels
  • Lead in-house team in creating the DLC “Drawn Below”
Gleeps and Alligoomers”, 2019 - present
Siege warfare game written in C++ and SFML
  • Redesigned game with win/lose conditions and added replayability
  • Added enemy waves feature that is blocked by constructed walls
  • Randomly generated tiles on 3 different map types
[Confidential], 2017 - present
Adventure game in development – Xbox One, PS4, Nintendo Switch, PC, Android, iOS
  • Script system for 3D flora and fauna lifecycles
  • Implement player movement and combat controls
  • Utilize PlayFab for player saves, use Github and Target Process to collaborate
Shores Unknown”, 2018 - present
3D Tactical RPG in a fantasy setting
  • Learn C++ and Unreal Engine 4 best practices
  • Standby to assist with any developer requested issues
  • Get builds running on our development hardware for game conventions
A Robot Named Fight!”, 2018
Roguelike Metroidvania focused on exploration and item collection
  • Provided sample code for systems such as player saves
  • Assisted in updating third party plugins
  • Set up tests for lotcheck submission
Duke of Defense”, 2018 - 2019
Action-based tower defense game in which the player turns trees into defenses
  • Set up third-party plugins versions that were supported by the Nintendo Switch
  • Solved build issues
Don't Sink”, 2018 - 2019
Sandbox/Adventure/RPG allowing exploration as a pirate
  • Provided code samples to help external developers make platform-specific systems
  • Helped solve issues with save data during the port to Nintendo Switch

References: Available upon request