Game designer, writer & artist

I build worldsyou can feel.

Game designer, writer, and artist. I design play for people who are usually designed around — and I care about the moment a player stops reading the interface and starts believing the world.

Move your cursor — the field reacts. Press ~ to run.

What the work is for

I design games for players most games are not designed for.

  • 01

    It started with volunteering. Several years at one of BC's largest autism clinics taught me how narrow most games are about who is allowed to play them — and that the fix is design, not charity.

  • 02

    The constraint is the design. No timers and no fail states for autistic players; a deliberately loud board and an unforgiving clock for ADHD players. Opposite decisions, same question: what does this particular player need in order to think?

  • 03

    It has to leave my laptop. Two of the released games are going into use at the clinic, where they will reach autistic and ADHD children across Canada. A game that only works on my machine hasn't been tested — it has only been imagined.

About

I'm Matthew. I started making games in grade 9, the year someone finally showed me that the things I played were made by people — and that I could be one of them. My first game was bad in a way I couldn't stop thinking about, and the question of why it felt bad to play is still the one I chase.

I write as much as I design. I've spent years on creative writing and studied it at summer programmes at Georgetown and Oxford, which turned out to be the most useful game design training I've had. A mechanic and a sentence have the same job: give someone exactly enough, in the right order, and let them do the rest.

For several years I've volunteered at one of BC's largest autism clinics. I went in to help and ended up learning how narrow most games are about who gets to play them. I built a handful of small games for the kids there — no timers, no fail states, no sudden noise — and watching a child play something I made, on their own terms, reset what I think games are for.

I work in Unity and Godot, draw in Procreate, and build my own tools when the existing ones get in the way.

Engines
Unity (C#), Godot (GDScript)
Art
Procreate, Blender, Aseprite
Writing
Summer programmes at Georgetown & Oxford
Volunteer
Autism clinic, several years
Focus
Accessible play, systems design, narrative
Matthew Shen in his T-Birds hockey jersey, number 19

Contact

Let's talk

Questions about the games, the art, or anything on this site — send a note and it goes straight to my inbox.