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Matthew Gallant | Portfolio

Portfolio of Matthew Gallant

http://portfolio.gangles.ca/

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Matthew Gallant | Portfolio | portfolio.gangles.ca Reviews

https://portfolio.gangles.ca

Portfolio of Matthew Gallant

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1

Matthew Gallant | Portfolio | Starhawk

http://portfolio.gangles.ca/starhawk

Mission 2 - The Freightway. Universe. Finally, I performed the inital layout of asteroids throughout the level. I had to balance creating an appropriately dense "asteroid belt" feel without running afoul of memory limitations. Mission 3 - Harvest Season. Mission 5 - Ballard's Crossing. Mission 7 - The Pit. Mission 8 - Ashes. Mission 10 - The Source. The Source is the final level of. Prospector - The Mire. I started working on a map for Prospector (co-op mode). In the new Cypress environment.

2

Matthew Gallant | Portfolio | Uncharted 4

http://portfolio.gangles.ca/uncharted4

I was the main designer in charge of core combat for Uncharted 4’s single player. Working with the individual level designers, I developed the combat macro document tracking the progression of enemy types, weapons and player skills. I also made adjustments to blockmesh levels to improve the flow of combat. I designed and implemented roughly half of the core combat encounters in the single player story (excluding melee fights and scripted set-pieces). Working with lead designer Richard Cambier, I helped i...

3

Matthew Gallant | Portfolio | The Last of Us

http://portfolio.gangles.ca/thelastofus

I worked on the deer that Ellie hunts at the start of the chapter, scripting the logic that controls its movement, animation, perception and path choice. I also developed a series of infected combat encounters in the abandoned mine, most notably the cabin and elevator holdout fights. While working on these sections, I also implemented a fair bit of David's ally AI scripting, checkpointing and general game progression. The Last of Us.

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gangles.ca gangles.ca

Bloom Disasters - The Quixotic Engineer

http://gangles.ca/2008/07/18/bloom-disasters

A game design blog by Matthew Gallant. July 18th, 2008. Bloom aims to recreate the optical effect known as the Airy disc. In the real world, when light passes through a circular aperture such as your eye it diffracts, causing flaws that limit the maximum resolution of even a perfect lens. These defects are negligible for normal incoming light, but very bright sources can appear to bleed into surrounding darker objects. While it was a staple of late ninteties tech demos,. Shadow of the Colossus. The nefar...

gangles.ca gangles.ca

Making @HoroscopeBot - The Quixotic Engineer

http://gangles.ca/2014/07/21/making-horoscopebot

A game design blog by Matthew Gallant. July 21st, 2014. Last weekend, as a side project, I decided to create an oracle. Like most oracles he spouts nonsense, occasionally happening upon a cogent statement by random chance and serendipity. His name is @HoroscopeBot. And he takes the auspices of Twitter to post a semi-coherent prophecy every twenty minutes. What inspired this unusual creation? Through another act of internet happenstance, I became acquainted with two prolific bot-makers: Darius Kazemi.

gangles.ca gangles.ca

The Loot Cave - The Quixotic Engineer

http://gangles.ca/2014/09/28/the-loot-cave

A game design blog by Matthew Gallant. September 28th, 2014. The social experience of a cave farming run is amazing: the herding to get a team of Guardians all behind the line and firing in the right direction, the rush to grab the loot, the scramble when the panic wave starts, the beckoning glow from inside the cave. The speed at which the community organized around this activity was inspiring and humbling to us. 8211; Destiny Dev Notes. The infamous cave is found in the Skywatch area of. Bungie had ack...

gangles.ca gangles.ca

Python - The Quixotic Engineer

http://gangles.ca/tag/python

A game design blog by Matthew Gallant. So Many Twitter Bots. November 4th, 2014. I’ve been on what you might call a bot-making rampage. I’ve really enjoyed tinkering with tiny scope coding projects that can be finished over a weekend, as opposed to my game-making side projects that often take months. Here, briefly, are five new bots I’ve assembled over the last few weeks:. 9633;□♝□□□♞□. 9633;□□□□♜□□. 9633;□□♝□□□□. 9819;□♚♙□□♙□. 9817;□□□□□□♙. 9633;♗♙□♗□□□. Draw state (the bot disregards these results.).

gangles.ca gangles.ca

Mechanics, Dynamics & Aesthetics - The Quixotic Engineer

http://gangles.ca/2009/08/21/mda

A game design blog by Matthew Gallant. Mechanics, Dynamics & Aesthetics. August 21st, 2009. This summer I’ve been casually following Game Design Concepts. Ian Schreiber’s experimental online game design course. The curriculum has covered a number of thought-provoking concepts, but the real light bulb moment for me came in his discussion of the MDA framework. Robin Hunicke, Marc LeBlanc and Robert Zubek defined MDA in 2001 [ PDF link. We can illustrate these concepts with the classic game. Wherein the pla...

gangles.ca gangles.ca

Video Games - The Quixotic Engineer

http://gangles.ca/category/video-games

A game design blog by Matthew Gallant. The Mystic Western Game Jam. August 14th, 2016. Austin’s independent games collective Juegos Rancheros. Hosted another game jam this summer, and this year the theme was mystic western. Where Homer hallucinates a mysterious voyage through a desert landscape under the influence of extremely spicy chili peppers. For the gameplay, I took inspiration from the indie platformer. Based on the lessons from this book. For Windows and OSX here:. Download from itch.io. At the M...

gangles.ca gangles.ca

Playing Games on Twitter - The Quixotic Engineer

http://gangles.ca/2015/04/03/playing-games-on-twitter

A game design blog by Matthew Gallant. Playing Games on Twitter. April 3rd, 2015. I was recently interviewed by Jason Johnson at Kill Screen. About the intersection of two of my favourite topics: video games and Twitter bots. Specifically, he wanted to explore the possibilities of using Twitter as a platform for games, and I was happy to oblige! You can read the interview over on their site:. Kill Screen – Is Twitter the Next Playground for Gamers? Are interactive, but are they games? Book of the Dead.

gangles.ca gangles.ca

So Many Twitter Bots - The Quixotic Engineer

http://gangles.ca/2014/11/04/so-many-twitter-bots

A game design blog by Matthew Gallant. So Many Twitter Bots. November 4th, 2014. I’ve been on what you might call a bot-making rampage. I’ve really enjoyed tinkering with tiny scope coding projects that can be finished over a weekend, as opposed to my game-making side projects that often take months. Here, briefly, are five new bots I’ve assembled over the last few weeks:. 9633;□♝□□□♞□. 9633;□□□□♜□□. 9633;□□♝□□□□. 9819;□♚♙□□♙□. 9817;□□□□□□♙. 9633;♗♙□♗□□□. Draw state (the bot disregards these results.).

gangles.ca gangles.ca

Unity - The Quixotic Engineer

http://gangles.ca/tag/unity

A game design blog by Matthew Gallant. The Mystic Western Game Jam. August 14th, 2016. Austin’s independent games collective Juegos Rancheros. Hosted another game jam this summer, and this year the theme was mystic western. Where Homer hallucinates a mysterious voyage through a desert landscape under the influence of extremely spicy chili peppers. For the gameplay, I took inspiration from the indie platformer. Based on the lessons from this book. For Windows and OSX here:. Download from itch.io. At the M...

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I have excluded proprietary and/or confidential documents, identities, and/or information. THIS IS A W.I.P. VERSION AS I WORK ON MY PORTFOLIO. If you have any questions or concerns, email me at erich@gatejen.org.