Matt Hughson

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

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Aug30

#1GAM Game 8: Moving Day

Posted on Aug 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: GML Engine: Game Marker: Studio Platforms: Windows The game I am working on professionally, Gears of War 4, ships in October, which means that August is a crazy month for development. The game needs to be out the door with enough time to go through first-party certification (possibly multiple times), printed to discs, and shipped to stores. Then of course work continues on the Day-1 patch, where we scrambled to fix any lingering issues that made it onto the disc. Knowing all this, and how busy I was even before this point, I assumed I would have little to know time for my #1GAM project this month, and planned accordingly. On top of that, the last few months of #1GAM have been mostly failures, so I really wanted to do something that I knew for sure I could finish. So I picked pretty much the easy game design on the planet; a simple knock-off of...

Aug01

#1GAM Game 7: Unfinished Western

Posted on Aug 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: TypeScript Engine: Superpowers Platforms: Web It was another really sad month for my #1GAM project. Work went from crazy busy last month, to absolutely insane this month. I’m still working 14h+ a day, but we have also started working weekends as well. This hasn’t left much time for personal time, let alone energy for additional coding. However, I did actually put a bunch of time into a game, but wasn’t able to get it to a presentable state. The game was to be a Western, with a mix of trading, shootouts and exploration. Something like a Old-West FTL. I didn’t get too far with the concept though. I had the basics of exploration working (players explore an old-west map hidden looking for treasure and avoiding bandits), and a super, super, super basic point and shoot combat system. But I just didn’t get time to tie it all together, and make it a game. However,...

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....