Matt The Mallard - Game Development Portfolio

Pudgy Penguins June 2015
Pudgy Penguins began as a game jam in 2013 with classmates. Later I spent many hours adding features, AI, and making the game so much more interesting. During the game jam all we had was swimming, spears, and sharks. It features local multiplayer with extensive customization of gameplay settings and AI opponents. It was written in XNA with intent of being released at the time for XBLA.
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MyAnimeList Sifter October 2024
This tool allows you to more easily sift through the top popular and ranked anime on MAL with many additional criteria and some not normally present. It is super useful!
Try it out!
MAL Sifters Title
MyAnimeList Recommendations May 2024
This tool allows you to find recommendations for animes based on your MyAnimeList username. It searches users with similar ratings to other animes and then tallies up highly recommended animes from those users which you haven't watched and then shows you the results.
Try it out!
HappySmiles.Education November 2023 - Present
HappySmiles.Education is an educational games website with several small HTML5 games tailored to help dental assistant students at New Mexico State University.
See here
Happy Smiles Title
Happy Smiles
Line Art Game January 2024 - Present
Line Art Game is a game where you practice drawing line art and it grades your accuracy and gives you immediate feedback so you can improve faster!
Try it out!
Line Art Gameplay image
Line Art Game grading image
Will To Fight January 2024 - Present
Will To Fight is a prototype in the works. It is testing the concept of roguelike bossing and microraids. Microraids being like WoW or FF14 raids compressed down into 2d perspective and removing a lot of the grind beforehand.
Try it out!
Will To Fight Title
Will To Fight Gameplay
Warcraft Logs Cast Comparer November 2023
This tool allows you to easily compare cast patterns and match them up with boss mechanics for a given set of log IDs and fight IDs for two players, sort of in a git diff style. It makes it quick for you to figure out what the other player is doing better or worse than you.
Try it out!
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Battle Hunter Reloaded March 2022 - Present
Battle Hunter Reloaded is a work-in-progress reimagining of the PS1 game "Battle Hunter". The game was a joyous party role-playing-game dungeon crawler. A more popular game of this genre is Dokupon.
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Explorer Dude January 2022 - January 2022
Explorer Dude is a take on Block Dude from old TI-84 calculators, a puzzle game where you rearrange blocks to enable you to walk to the exit of the level. It was side-scrolling and platform-like. Explorer Dude instead is more like zelda mechanics, where you're moving boxes around and finding keys and such to get out of the room.
Play Now
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Dead By Daylight Bots March 2021 - July 2021
I wrote some pixel bots to automate various tedious aspects of Dead By Daylight gameplay. The first is a skill-check bot that gets great skillchecks ~90% of the time and gets all skill checks for you so you can eat food while you sit on generators instead of hold the mouse button down and focus and be annoyed at how terrible of a mechanic it is. The second is a bloodweb automating bot that greedily selects the cheapest nodes for you so you don't have to think about what you're selecting on the bloodweb. Manually going through bloodwebs takes forever. It uses computer vision and graph algorithms to achieve its goals. The bots feature HWID locking and a license server so that users cannot easily copy paste the bot to their friends.
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Nova Game February 2021
I wrote a obstacle course game not unlike the Impossible Game for a friend. I originally wrote it some years prior in XNA but in February 2021 I translated it to Phaser so I can release it online. It features an online leaderboard of high scores--basically speedrun tracking.
Play Now
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Simple Duck Studios September 2020 - October 2020
For Simple Duck Studios I wrote some playable Mobile Game Ads (MIPS, SIPS) in Phaser. I also wrote a porting script in python to convert our ads to each of the different formats the main ad vendors expect. After that, I made an non-playable mobile game ad generator that took in some footage, images, text, and other metadata to auto-generate and port a new ad for a given game. The image below shows some examples from the studio, not the ones I wrote specifically.
View Game Studio
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mychampion.net March 2020 - Present
mychampion.net is an analytics website for League of Legends. I utilize Riot Apis to get game data. The site features some very handy tools like being able to quickly see which champions are performing well in the highest ranks, and for a given champion that you like playing, what the best players are currently doing with it. Note: Not all features currently available due to updates and lack of interest from myself. One big feature not currently shown is the ability to see for each game what a given player is doing on your champion. It looks not unlike individual games on op.gg. There's plans for more elaborate moment to moment game data in games but it is a large engineering and data science undertaking so the groundwork is still being laid.
View Site
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GridForce January 2020 - Present
GridForce is a concept for a fast-paced multiplayer action/tower defense game. The pitch is "Cooperative electrical weapon and tower-defense mechanics meets hordes of enemies through an escalating difficulty stage progression". Think of games like Plants vs Zombies or Smash TV.
View Design Doc
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Choreomania May 2019
Choreomania is a rhythm game concept with action RPG mechanics. The mechanics are synchronized to the music and the player has to stay near the golden circle which denotes the "beat".
Play Now
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Pixi Mana May 2016
Pixi Mana was my foray into JS game development. It is a bare-bones implementation of Seiken Densetu 3's mechanics using PixiJS. It always seemed like the Mana developers were easily missing a market of an MMO of their game genre.
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Hectikinetic June 2012
Hectikinetic was my first ever group project game done as a capstone project for University. The course at my school was basically "make a 3D networked game in 10 weeks. Good luck!" I came up with the concept and did most of the implementation, aside the netcode and some obscure physics bugs.
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