MattaCode Studio
CV
Hello, my name is Adam Mattacola and I thank you for you time to take a look.
Below is a little bit about myself who is in charge of MattaCode Studio and services we offer with my past experience and Employment history along with some of the work done in Game Development.
With a wide network of other developers lots of work can be carried out if necessary
CV
Profile
I have around 5 years working in Unreal Engine 4 and 5. I work in both C++ and Blueprints including multiplayer games while taking charge in implementing core features of the game and overlooking other developers in my last job role.
My last job role was part of a AAA game where I overlooked new junior developers who were joining the team and showed them around the large project and helped them when needed. I was the main point of contact for the animation and sound team to talk about updates and changes needed with the new animations or sounds that needed to be implemented.
I recently helped meet a tight deadline for completing a milestone for a company with features and bug fixing.
I am capable of being set a task and can be left to complete it with no assistance.
Before the long contract in the AAA studio I have released several projects and have a portfolio to show them. I always continue to push my knowledge in UE5 and have releases in mobile on Android and IOS along with Windows. I am also in the process of completing a VR/AR training tool.
Bonus
With extensive background experience and achievements in other job roles such as a professional skydiving coach, setting up businesses and organising different world class events, I will be able to use the different skill sets I have learned to implement new ideas and run teams. With this background experience this enables me to have good communication skills, organised, good at keeping documentation where needed and very good at time management and meeting deadlines while working with many others or leading a team. I thrive to learn new things and have passion in anything I do
Services
Around 5 years experience in Unreal Engine.
All round generalist and experienced in implementing core mechanics.
Multiplayer C++ and Blueprints
Fast at doing prototypes.
Experience in released titles from scratch.
Experienced in working in large and small teams. 1.5 years experience working on AAA title with a large team.
Experienced in bug fixing and template migrations.
Experienced in meeting deadlines when submitting work
Lead small teams.
All platforms
UK time zone.
Skills
I know how to use Unreal Engine 4 and 5 – Blueprints and C++ for multiplayer games using source control.
Ability to work under pressure
Problem Solving
Time Management
Ability to work in a team
Ability to manage teams
Creativity Adaptability
Disciplined
Committed and dedicated
Hobbies
Skydiving – Professional level, represented GB
Chess – Played several times for the chess team Northampton Town.
Skiing – Tend to go yearly for a holiday
Wake Boarding – Like to wake board on both boat and cable.
Rock Climbing – Have done climbing indoor and outdoors with prefixed and custom holds.
Shooting – Air rifle shooting.
Kite surfing – When I get the chance at the sea side I try to Kite surf
Game Development – Always have been interested in making games and now I have the time to dedicate to this.
Golf – Have played golf over the years just for fun.
Past projects in Game Development
Project Wraith
This project is FPS multiplayer game.
I was asked to help meet milestone deadline with other developers. There was a milestone deadline from investors which needed to be met.
I helped another developer with questions and task when needed. Work was done in both CPP and blueprints and one of the tasks for the next milestone was to start shifting blueprints into CPP logic.
The main help was to help fix bugs ready for showcasing and playtesting.
This game has different load out to go onto characters and different game mode types including teams.
We used plastic as our main source control.
Golden Tides - AAA
This project is a large scale game AAA level.
I was one of the first developers on the game when there was only 3 others. I worked on this project for over 18 months and the game ended up having around 14 Developers all working at once. I helped overlook the new developers as they joined and I worked on core features and game design throughout my time there.
Game features in all areas including animation layered graphs , abilities systems, inventory, UI, AI, ship handling and balancing of the characters abilities. Main logic handled in CPP and implementation in BP ready for ease for game designers for balancing where needed.
The game is a dedicated online multiplayer game which should hold up to 100 people battling at once. The game allowed for many different hero's and abilities using GAS which we modified core logic too and the game allowed for ships to be sailed using physics.
We used perforce as our main source control.
SYFA Earthfall
This project was a freelance job to make a demo for a larger scaled project which will be put out for funding.
I was the sole developer and in this game it includes:
Main character - flying, shooting and melee attacks
AI - 3 different types, melee, shooter and flying mages
Pick ups,
mission objectives
Navigation system
Special weapons
This project included migrating many different animations and weapon systems to be able to make the character do everything whilst on the ground or flying.
Dynamic Flying Compulsories
This was a project I worked on by myself.
It involved lots of engineering due to the player being able to choose which patterns are played back to back with many variations. All animations are played whilst moving along a spline with inputs determining the characters position.
Speed and camera angles and layout along with many other things can be modified during gameplay to give the player maximum control and learning capabilities.
FS Formation Skydiving
This was a project I worked on by myself.
It involved lots of engineering due to the player being able to choose a variety or formations which also has the possibility for a flyer to change positions meaning all future formations the flyer has to change where they go. With each formation with a unique location and rotation input and with block moves which causes 2 or more flyers to be linked there is a lot going on inside the app.
Speed and camera angles and category selections dependant on skill level along with many other things can be modified during gameplay to give the player maximum control and learning capabilities.
Space Cruise
I created this project by myself and integrated adverts.
This game is an endless runner type game but in horizontal and vertical movement system.
I created 15 levels which changes speed of movement and the amount of AI or obstacles spawned as the level increases.
This game has a small tutorial and saves the highest score.
Mission Stop-O-Bot
This game was created to have Multiple different types of AI involved in the gameplay along with cinematics during gameplay.
AI with melee attack, shooting, flying AI, hostages that follow and even fellow shooter friendly AI to help you.
This game includes cinematics throughout the game also.