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Matteo Perini – Portfolio

CHOMMY FOREST

Chommy Forest is a match-3 mobile game and my first “shipped” title. Developed in 5~ months, it was my first experience working with a larger team (~14 people). I conceptualized the game based on the given business plan, curated gameplay, UX and thoroughly tested all minigames, match 3 and recipes’s loops, created most of the VFX, non-character animations and handled localization.

Invaluable lessons were the importance of well written and readable documentation and learning how to work with a team filled with different roles that tackle all aspects of production.

SOFTWARE USED

Unity

Adobe Photoshop

Trello

Google Docs

Google Sheets

Google Slides

Figma

POKER MONSTER

Poker Monsters began in university as a Print-and-Play board game that evolved, post-graduation, into a single-player roguelite deckbuilder. Motivated by the feedback we received on the board game, we created a prototype to showcase at a publisher event in Florence.


Though I ultimately stepped away from the project for personal reasons, it was an invaluable experience: It taught me a great deal about system design, meaningful choices, and translating analog game mechanics into digital gameplay.

SOFTWARE USED

Unreal Engine

Adobe Photoshop

Confluence

Trello

Google Sheets

Tabletop Simulator

Figma

Avarice: Fallen Gods is a first-person parkour-puzzle game and my final project at SAE.
This project’s focus was handling flow through all aspects of the game, from Gameplay to Level Design. I led a team of 7 from start to finish and coordinated design, production, development and testing. We hit our deadlines with a polished prototype we kept refining even after graduation.

More than anything, this taught me the value of cross-discipline collaboration, working closely with artists to bring the game’s vision to life.

SOFTWARE USED

Unreal Engine

Adobe Photoshop

Confluence

Trello

Google Sheets

Google Slides

Figma

R.E.M. began as a narrative-driven, dreamlike adventure, but when the concept fell flat in playtesting, we had to pivot fast. The result was that in just under two months, we reworked it into a third-person shooter that testers found fun.

This project taught me how to assess, adapt quickly, and pivot projects even when times are strict. Also, this being my first UE5 project, I got familiar with all aspects of UE5 like blueprints, niagara, behaviour trees, curve assets, animations and more.

SOFTWARE USED

Unreal Engine

Adobe Photoshop

Trello

Google Docs

Google Sheets

Google Slides

DIVINE GAMBIT

Divine Gambit is a humorous mashup of WarioWare’s rapid-fire chaos and The Binding of Isaac’s roguelite structure.
Created for an exam on target audience and narrative design. It satirizes lazy 9-to-5 office life with absurd caricatures and fast-paced mechanics designed to engage different player types.


It taught me how essential replayability is, not just in roguelites, but in game design as a whole.

SOFTWARE USED

Unity

Adobe Photoshop

Trello

Google Docs

Google Sheets

Google Slides

SPLITTING

This was my first videogame as a student at SAE Institute Milano. As a first project we aimed to experiment with flow by making a simple puzzle-platformer. It quickly became anything but simple. 



Despite that, I have been able to learn a lot: from handling cognitive load (the game had way too many buttons) to creating and designing something that is feasible in a timely manner. All these lessons paid off in future projects.

SOFTWARE USED

Unity

Adobe Photoshop

Trello

Google Docs

Google Sheets

Google Slides

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