Hello, thank you for visiting my portfolio! I am a Game Programmer located in Southeast Michigan, working remotely at the Colorado-based studio Serenity Forge.

Currently, I am working on the studio's porting team and supported the remaster of To The Moon: Finding Paradise. I have also done Unity Gameplay Programming on Homestead Arcana and work-for-hire contracts, including dev-assistance on Nour: Play With Your Food. I've also worked in Unreal Engine 5 to set up audio systems in the Fractured Blooms demo, as well as Gameplay and Systems Programming on unannounced projects.

Previously, I worked at Thomson Reuters as a C++ Software Engineer and at Inora Technologies as a Software Developer and Web Development Intern.



Professional Work

Finding Paradise Console Port

Serenity Forge, In-house
Unity Game Engineer, June 2025 - September 2025

Contributions:

  • Worked alongside a small team of other engineers to rebuild To The Moon Finding Paradise in the Unity game engine, with the goals of improving performance, visuals, and preparing it for a console release.

  • Resolved over 120 tasks during my time on the project, ranging from bug fixes in the port to bugs in our porting process itself.

 

Fractured Blooms Demo

Serenity Forge, In-house
Unreal Engine 5 Game Engineer, April 2025 - June 2025

Contributions:

  • Spearheaded the demo’s audio design by creating and implementing MetaSounds for ambient audio and audio events, setting up ambient audio soundscapes, and tuning audio source attenuation and specialization properties.

  • Worked closely with the game’s composer to develop a dynamic music management system and implement the delivered audio tracks into the project.

  • Researched, set up, and documented the project’s audio back end to be able to easily pass it off to other engineers and designers on the team.

 
 

Homestead arcana

Serenity Forge, In-house
Unity Game Engineer, March 2021 - May 2023

Contributions:

  • Built and owned the implementation of several systems from initial concept to release ready. This includes Crafting, Racing, Porter Shop, Inventory Management, Miasma Stashes, and more.

  • Built and maintained tools to aid in the development of game content

  • Wrote and maintained documentation on systems and tools

 
 

Nour: Play With Your Food

Serenity Forge, Dev-assistance contract
Unity Game Engineer, February 2023 - April 2023

Contributions:

  • Worked alongside a Technical Designer and Technical Artist from Serenity Forge to aid Terrifying Jellyfish in fixing bugs, completing level implementations, and extending and polishing existing game systems.

  • Helped ensure all existing levels were configured consistently, aligned with the intended game progression outline, and that the in-game systems present in each level were working as intended.

 
 

Unannounced Serenity Forge Project

Serenity Forge, In-house
Technical Designer

 
 

Other Work

Level Design Projects

Level design & Scripting, Independent Projects

This page contains my independent level design practice and projects focused on the Half Life: Alyx Source 2 Hammer editor.

 
 

Wolverinesoft student studio

Design & Programming, September 2019 - December 2020

While wrapping up university, I joined the University of Michigan’s WolverineSoft Studio, a student-led game development group that worked to develop small game projects in the span of a single semester.

 
 

The Right Perspective

Design, Audio, QA, 2018

The Right Perspective is a small puzzle game focused on navigation. The player must get to the goal while being limited to move only right or forward, backwards, and left. To get to the goal Players must adjust their perspective of the map by moving, being thrown, or rotating.

Contributions:

  • Insured visual consistent from level to level

  • Added juice and polish where I could

  • Set up game audio included SFX and music

 
 

Blog Posts and Side Projects

Adding weight to being hit

A short blog post on juice and visual feedback, as well as how to program a small on hit effect in Unity.

Map Generation Tool

A breakdown of a tool I made to help with the level creation process of DreamWillow by creating randomly generated map shells.

2D PLATFORMER CONTROLLER

A showcase article displaying the player assistance techniques used in the original character controller personal project.

Before the case study

A breakdown of the prototype shooter used as the foundation for Circuitry

Tone Matrix Platformer


Get in touch

 

Feel free to contact me through email or LinkedIn with questions, comments, or even a basic hello. I'm generally available during the standard work hours based around Eastern Time.

Email

matt@radermatthew.com