When I was 11 years old, my uncle handed me an IBM 386, a copy of Borland Turbo C/C++ 3.0, and a stack of programming books. No internet, no tutorials — just a compiler and the library. Completely self-taught: when I got stuck, I checked out another book. I made small games in C — no engines, no frameworks, just code from scratch. Text adventures were my first complete games.
I didn't just study programming — I became obsessed with computer science. Reading about AI, robotics, and artificial life. Fascinated by how complexity emerges through the interactions of simple rules — like Conway's Game of Life. That would stick with me and shape the programmer I became.
Years later, college introduced me to design patterns and Unity — two things that genuinely changed how I think about building games. I graduated top of my class with honours and was hired directly out of my internship at Diving Dove Studios. I became the team's tool maker, and that path led me to become a Unity asset developer after leaving the studio.
After publishing several assets I wanted to go back to making games. I self-published Space Survival and Record Rewind Repeat on Steam.
Primarily a programmer. The craft is in the systems — behaviour engines, dialog logic, rule-based AI. Simple rules. Complex interactions. That's the goal.
Experience
Solo Indie Developer
logicandchaos
Self-published games and Unity assets. Record Rewind Repeat is the flagship release — fully working mechanics in 3 months, then polished for Steam.
Game Developer
Diving Dove Studios
Hired directly from internship. Shipped two commercial mobile titles for iOS, Android, and PC. Became the team's tool maker — work here seeded the Asset Store path.
Game Design & Development
College — Honours Graduate, Top of Class
Introduced to design patterns and Unity. Graduated top of class with honours. School projects seeded early versions of Epic Prose and Circules.
4D Puzzle Platformer · $9.99 · Solo Dev
Playing Back to the Future 2 & 3 on NES, as a kid you would sometimes create a time duplicate that did everythign you previously done, touching one meant instant death! It was a small part of the game and I thought it could be a much bigger. Years later, The Misadventures of P.B. Winterbottom rekindled the idea. I started prototyping just for fun.
The project went so well, that it deserved a proper Steam release. I polished the visuals, adding player customization, achievements, and dancing — then reached out to Indie Game Buzz, who published a developer preview.
Indie Game Buzz · June 2025 · Developer Preview
Behind-the-scenes look at the design philosophy, time-loop mechanics, and the road from rough prototype to commercial Steam release.
"A clever take on the time-loop mechanic that'll have you feeling brilliant one moment and clumsy the next." — Indie Game Buzz Editor
Rogue-like Space Shooter · $4.99 · Solo Dev · Dec 2021
Inspired by Space Hawk on Intellivision — a space miner stranded in the void after an asteroid collision, surviving by collecting ice shards and dodging black holes.
My first commercial Steam release, built over about a year. Leaning into the rogue-like aspects after feedback from a friend made it far more replayable. Every sprite rendered from 3D models in Daz3D — everything self-made except music and sound effects.
Both Steam games together — Space Survival + Record Rewind Repeat.
Get the Bundle — $10.06Published
Arbitrary-precision numbers for clicker and management games. 3-digit arrays with full numerical naming. Math via 9's complement — filled a real gap in the Asset Store.
Asset StoreSingleton manager consolidating all MonoBehaviour Updates into one loop. Measurable performance gains in projects with many active scripts.
Asset StoreFully Unity Canvas-based tool for interactive comics, slideshows, and narrative sequences. Drop-in visual storytelling for any Unity project.
Asset StoreIn Development
The culmination of years of work in game AI and Unity tool development — a rule engine for building complex behaviours through simple rules. Coming soon.
Learn MoreA developer logging and debugging utility for Unity projects. Streamlines runtime diagnostics and error tracking. Coming soon.
Coming SoonText adventures are where I made my first complete games — and where I keep returning. There's a freedom you don't get anywhere else: no engine constraints, no art pipeline, no physics. The imagination is the only limit!
They're also one of the best ways to learn game programming. No graphics to worry about — just pure logic, pure structure, pure code.
My first text adventures were written in pure C — no engines or frameworks. Then in college came Epic Prose in C++. Now with Endless Prose, I'm treating the format as a serious creative medium in its own right — not a stepping stone.
+-------+ | > _ | | | | C/C++ | +-------+
Before college, before engines, before the internet — written on an IBM 386 in C. My best friend helped with design, a monster manual, and testing. I made two games, and you could even import your character from the first into the second.
+-------+ | EPIC | | PROSE | | RPG | +-------+
A college project — complete RPG written in C++ in two weeks. Avenge your people, level up, defeat the dragon. After college, rebuilt in C# as Special Edition: choice-selection input, a full menu system replacing text input, new quests, new enemies — everything the original ran out of time for.
Epic Prose on itch.io+-------+ |ENDLESS| | PROSE | | >>> | +-------+
Inspired by Dwarf Fortress and GDC talks on random generation, I started work on Endless Prose — a game designed to last a lifetime. The scope required developing a full C# text adventure library. The imagination is still the only limit — the goal now is to prove it.
Endless Prose on itch.ioGame jams, experiments, and demos. Just some ideas I've tried out and game jams I've participated in on itch.io. Scroll to browse the reel.
Demo / Jam
Demo / Jam
Demo / Jam
Demo / Jam
Demo / Jam
Demo / Jam
Press inquiries, partnership requests, feedback — all welcome. Fill in the form and Matt will get back to you.