The signature project
The game Matthew is building now, and the one he wants to be judged on. Everything below it is the work that got him ready for it.
Game designer, writer & artist
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.
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.
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?
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.
Portfolio
The signature project is in development. The four games below are finished, and every one of them is playable in your browser right now.
The game Matthew is building now, and the one he wants to be judged on. Everything below it is the work that got him ready for it.
Playable nowA local multiplayer card game where you fight for the centre of a deliberately noisy arena.
View project
Playable nowA single-player fantasy game built for autistic children, and the first game Matthew hand-coded end to end on his own.
View project
Playable nowA top-down office shooter made with three others for the GMTK Game Jam 2026. Just one more sip and you'll finish the report — that's what you said hours ago.
View project
Playable nowAn idle strategy game about running an empire you are allowed to walk away from.
View projectAbout
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.

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