The Game

Bounce, slide, balance, climb and float your way through dozens of puzzles in this maddening physics puzzle platformer. Matter is a FREE game developed by a team of six students which will put your puzzle solving skills to the test. Traverse through a mysterious ancient facility, wielding the power to manipulate matter and with the freedom to solve any puzzle your own way.

Matter is a first person, 3D, physics puzzle game I developed along side a team of five other students at Qantm College, Brisbane, Australia as a final year games project. I was team leader, lead designer and creative director on the game. I was responsible for the initial game concept, designing and refining the game's mechanics and producing design documentation. I was also exclusively responsible for the design, building and testing of all the game's puzzle levels. 

Working on Matter, a puzzle game, afforded me the opportunity to refine my game and level design skills. The role of team leader also allowed me to develop my team management and presentation skills, as I was responsible for all client liaising and presentations.

Learn more about matter or download it for free HERE.

 

 
 

MATTER 2.0

As a student project, Matter was developed under strict time constraints. Being the lead designer on the game and looking back, I was able to identify many mistakes that were made during development as well as various additions to the game that would vastly improve the play experience. For this reason, some months after finishing my degree, I decided to start out on a personal project, sort of a Matter 2.0 if you will.

During the early development stages of Matter it was unanimously decided by the group that, due to the relative complexity of the game mechanics we were trying to convey, it would be best to start the player out solving puzzles with pre-spawned blocks of un-editable Matter before moving them into dynamic Matter creation. Unfortunately this meant that players were required to complete almost a third of the game before being fully exposed to the games core mechanics. This would not do. 

In Matter 2.0 I completely redesigned the first three game levels, with substantial changes also made to each of the later levels. More tutorial sensors were added, and others replaced. Pacing was slowed down to allow the player to more effectively digest the mechanics and controls they were being taught. Multiple puzzles rooms and elements were re-arranged or reworked to better convey and test each skill the player was learning. On top of this, I was able to utilise my newly acquired programming skills to add a proper dynamic controls list to the pause menu, a feature the game was sorely deprived of due to time constraints in the initial development period. 

Overall the entire game was radically changed. Players were now exposed to the game's most interesting mechanics within the first few seconds of gameplay. The pace and composition of tutorial elements and puzzles felt much more cohesive and the difficulty curve, while still quite steep, was more approachable as a result. These changes are currently present in the live version of the game available to download HERE.