Matt Hughson

Just another game developer

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A Game Programmer with 10 years of Industry Experience across all Major Platorms

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Jul01

#1GAM Game 6: Infinite Driver

Posted on Jul 1 by

In January of 2016 I challenged myself to make 1 new game every month, for a year; 12 months- 12 games. This is one of those games. Development Stats Language: C# Engine: Unity Platforms: Web (Internet Explorer Recommended) It’s not even really worth writing anything about this month’s game… Crunch has been really intense at work. We’re trying to get Gears of War 4 ready for ship in a few months. I’ve been working 14h+ a day, usually getting home well after midnight so I just really had no time or energy for 1GAM. I did make a decision early on that I wanted to try something 3D, so I fired up Unity for the first time in a while. The first thing I created was this little demo thing. Wherever you click your mouse a little pulsing cube is spawned… that’s it 🙂 After that, I started working on a simple little driving engine. No real plan, just thought it would be fun and straight forward to write. I spent a lot of my time on the physics/collision (which is written...

May31

#1GAM Game 5: Ninja Throwdown

Posted on May 31 by

In January of 2016 I challenged myself to make 1 new game every month, for a year; 12 months- 12 games. This is one of those games. Development Stats Language: C# Engine: MonoGame 3.4 Platforms: Windows (DirectX) Resolution: 256×240 (NES Resolution) On Day 13 of 31 this month, this is what I had: A Cave Girl standing on the ground playing an Idle Animation. No gameplay. No game idea at all really. Not a good spot to be half way through a very short development cycle! About 15 days later I had this: When I started with that Cave Girl game I didn’t real have any idea what I wanted to make. I just knew I wan’t to make another action game, and I had found this great collection of sprites (see: “Superpowers Mega Asset Pack” in download section) from the team behind Super Powers. With half the month already gone, I just jumped right in reviving the tile and platforming engine I used on Dash Maximus, adding some of the updates to my engine that had been made in the months since (save...

Apr30

#1GAM Game 4: Line Jumper

Posted on Apr 30 by

In January of 2016 I challenged myself to make 1 new game every month, for a year; 12 months- 12 games. This is one of those games. Development Stats Language: C# Engine: MonoGame 3.4 Platforms: Windows (DirectX) Resolution: 64×64 Sprites: 4×4 This month was a lot like Game #2, in that I tried to pick a simpler project and somehow ended up getting less done. Itch.io was organizing a 2 week game jam called the LowRezJam. The theme of the Jam was to simply make a game that runs at 64×64 resolution. The 2 week time frame didn’t really fit into my One-Game-A-Month challenge, but I figured even if I don’t finish it in time for the Low Rez Jam, it will at least give me some inspiration on what to create. With the ultra low resolution, I knew I would have to keep things simple for this game. I decided to work with 4×4 sprites, giving me a giving me a grid of 16 tiles vertically and horizontally. I didn’t have any art to work with this time (I usually find some free...

Apr02

#1GAM Game 3: Endless Q

Posted on Apr 2 by

In January of 2016 I challenged myself to make 1 new game every month, for a year; 12 months- 12 games. This is one of those games. Development Stats Language: C# Engine: MonoGame 3.4 Platforms: Windows (DirectX) March was absolutely insane at work as we drive towards a major deliverable on Gear of War 4; working 14+ hours a day, and often well past midnight. But I was able to keep my weekends mostly to myself, and for the few hours a day I am awake while my daughter is asleep, I managed to keep my one-game-a-month goal alive! This months game is “Endless Q”. It’s Pac-Man Championship Edition meets Q-Bert in this frantic, modern take on the classic gameplay. There isn’t too much to say about the development. I had hoped to add a lot more enemies, and make everything feel a little bit “juicier”, but just ran out of time. But what is there is (I think) really fun! It’s fast, and responsive with the short gameplay loop that seems to hook the people that have played it so far....

Feb28

#1GAM Game 2: Mage Sweeper

Posted on Feb 28 by

In January of 2016 I challenged myself to make 1 new game every month, for a year; 12 months- 12 games. This is one of those games. Development Stats Language: C# Engine: MonoGame 3.4 Platforms: Windows (DirectX) Resolution: 128×120 (half that of the NES!) Source: Open Source At the start of this month I got word that Play Canvas was holding a game jam style challenge to create a game in 6 weeks. The challenge would include free assets to use, and a theme to follow, so it seemed like a great fit for me (being a programmer with no artistic talent). February 1st hit, and the theme and assets were finally released! And they were… pretty boring. The theme was “Rockets! Robots! UFOs!” and the assets were, you guessed it, a Rocket, a Robot and a UFO. Not the most inspiring stuff, and pretty limited set of assets. But I decided to try and make the most of it, and started brain storming ideas. I landed on the idea of an infinite take on the arcade classic, Lunar Lander. The...

Jan31

#1GAM Game 1: Dash Maximus

Posted on Jan 31 by

At the start of the New Year, I made a sort of nerdy New Year’s Resolution: to make 1 game every month, for an entire year. Month one is done, and I’m happy to say, so is my first game, Dash Maximus. Here’s the details: Development Stats Language: C# Engine: MonoGame 3.4 Platforms: Windows (DirectX) Resolution: 128×120 (half that of the NES!) Source: Open Source Development on this month’s game started surprisingly slow. You would think with the #1GAM challenge just starting, I would have a number of ideas just waiting to get out. But instead, I started with pretty much nothing. The first idea I really got anywhere with, was a kind of curling/billiards game where you flung cute animal faces around. It was going to be a kind of extreme mini-putt game, with power ups, and crazy courses, but it just wasn’t fun from the get-go. With such a short development time, I figured I needed something that was fun from day 1 in order to get anywhere by the end of the month. At that point I...