Matthew Franklin
Indie Developer and Gameplay Programmer
www.independentcreator.com


Overview
I'm a video game and web developer with over ten years of experience, creating anything from tiny prototypes to internal tools to epic games.  I've been the lone programmer on a small game, and the team lead on a AAA console title.  As a gameplay programmer, I'm always working with artists, designers, producers, and other programmers to bring the game together.

  • Shipped products on multiple platforms: including Psychonauts (XBox, PS2, PC), Brutal Legend (XBox 360, PS3), the Homestead.com SiteBuilder (Java; PC and Mac), and the upcoming Calculords for iPhone. 
  • Lead Gameplay Programmer: on Psychonauts (XBox, PS2, PC), which won Game of the Year from Eurogamer, Best Platformer from IGN, Gamespy, and Gamespot, as well as many other year-end awards.
  • Tools developer: standalone apps, as well as extensions for Maya, 3DS Max, Morpheme animation engine, and more.  Primarily in C# and C++.
  • Modern websites: I create client-maintainable, living websites using technologies including PHP/LAMP, Ruby on Rails, AJAX/Javascript, Wordpress, and client-side Java.


Professional History

Ninja Crime, LLC       
    Partner        October 2009-present
  • Calculords (iPhone): I'm the sole technical member of a small team creating an original, Unity3D-based iPhone game due later this year.  I also handle day-to-day business operations for the LLC.

Williams Franklin Creative        Technical Director        July 2006-present
  • Website Development: As the technical half of a two person team, I develop search-optimized, client-maintainable websites that sell products, show portfolios, and communicate with clients.
  • Technology Management: I develop and maintain the technological foundation of the company, including: the Wordpress+Carrington foundation for most of our websites; several internally developed plug-ins and tools; source control; automated client-site backup; and website hosting.

Independent Creator        Video Game Contracting and Consulting        July 2006-October 2009
  • Gameplay and Tools Programming: I helped companies address short-term needs at critical stages of development.  I helped get a new game's development off the ground with custom tools development, implemented last-minute content and bug fixes on a pre-ship title, and created gameplay for a pre-production prototype.

Double Fine Productions        Lead Gameplay Programmer; Tools Programmer        November, 2002 - July, 2006
  • Lead Gameplay Programmer, Psychonauts (XBOX, Playstation 2, PC): I led a team of 9 gameplay programmers in developing all game mechanics in Psychonauts. (C++, Lua)  Psychonauts won Game of the Year from Eurogamer, as well as Best Platformer from IGN, Gamespy, and Gamespot.  Double Fine was awarded Best New Studio at the Game Developers Choice Awards.
  • Tools and Graphics Programmer, Brütal Legend (XBOX 360, Playstation 3): I worked with artists to create a Maya terrain sculpting extension, which was used to create the massive continuous world for Brütal Legend. (C++; OpenGL)

Homestead.com        Software Developer; Technical Lead        August 1999 - November, 2002
  • Technical Lead: I worked with a small team to architect and program a rewrite of the company's flagship product; mentored new team members; wrote client and server components in Java and C++; and designed and implemented a team-wide code review system that was successfully used for years.


Projects

Gug's Puzzle Adventure:
I created a ten level demo, including an original engine and tool set, for an original GBA puzzle game (January-May, 2002).  


Education

Stanford University    Bachelor of Sciences, Computer Science    September 1995 – June 1999