Game designer, writer & artist

I build worldsyou can feel.

Game designer, writer, and artist. I design play for people who are usually designed around — and I care about the moment a player stops reading the interface and starts believing the world.

Move your cursor — the field reacts. Press ~ to run.

What the work is for

I design games for players most games are not designed for.

  • 01

    It started with volunteering. Several years at the CM Child Development Clinic, one of BC's largest autism clinics, taught me how narrow most games are about who is allowed to play them — and that the fix is design, not charity.

  • 02

    The constraint is the design. No timers and no fail states for autistic players; a deliberately loud board and an unforgiving clock for ADHD players. Opposite decisions, same question: what does this particular player need in order to think?

  • 03

    It has to leave my laptop. Every game I've made for autistic and ADHD players already has: Tailor-Made, Boom Sling, Wish it Away and Conquest are all played by children at the CM Child Development Clinic. Once the clinic's website links them, they will reach autistic and ADHD children across Canada. A game that only works on my machine hasn't been tested — it has only been imagined.

Portfolio

Selected work

Led by Forgotten Adventure, a story-driven prequel set in the world he has been writing — more levels and sequels are coming. Every game here is playable in your browser right now.

Forgotten Adventure cover: the hero stands on a lantern-lit bridge before a castle gate at night, a three-headed tree creature behind himPlayable prequel
01Story-driven adventure set in Aragon

Forgotten Adventure

A story-driven pixel-art adventure adapted from Aragon, the fantasy world Matthew has been writing. You wake under a starry sky with no idea who you are or how you got there — only the strange certainty that you are searching for something far greater than gold — and set off into the night on your first and final adventure. This is a prequel: more levels and stories are on the way, and sequels after that.

UnityC#Aseprite
View project
Tailor-Made title card: a needle and gold thread looped through a steaming cup of coffee, on parchmentPlayable now
02Monster tailoring, built for ADHD players

Tailor-Made

A frantic shop-management game built for ADHD players, and for anyone who loves Overcooked-style chaos.

UnityC#Aseprite
View project
Boom Sling cover art: the logo over a vertical arena of platforms, bombs, a waterfall and lavaPlayable now
03Chaotic card battler, built for ADHD players

Boom Sling

A chaotic, competitive card game where every turn is a race for the centre of the arena.

UnityC#Aseprite
View project
Cover art: a boy stands before a black dragon beneath a full moonPlayable now
04Resource-management adventure for autistic players

Wish it Away

A single-player fantasy adventure built for autistic children, and the first game Matthew hand-coded end to end in Unity.

UnityC#Aseprite
View project
The Last Sip key artPlayable now
05GMTK Game Jam 2026#267 of ~10,500 — top 2.5%

The Last Sip

A top-down office shooter made with three others for the GMTK Game Jam 2026. Just one more sip and you'll finish the report — that's what you said hours ago.

AsepriteKey artStore page
View project
Conquest title art: the name over an illustrated map of Solara, the Outlands, Malakor and the island of AethelgardPlayable now
06Idle empire game that waits for you

Conquest

An idle strategy game about running an empire you are allowed to walk away from.

UnityC#Aseprite
View project

About

I'm Matthew. I started making games in grade 9, the year someone finally showed me that the things I played were made by people — and that I could be one of them. My first game was bad in a way I couldn't stop thinking about, and the question of why it felt bad to play is still the one I chase.

I write as much as I design. I've spent years on creative writing and studied it at summer programmes at Georgetown and Oxford, which turned out to be the most useful game design training I've had. A mechanic and a sentence have the same job: give someone exactly enough, in the right order, and let them do the rest.

For several years I've volunteered at the CM Child Development Clinic, one of BC's largest autism clinics. I went in to help and ended up learning how narrow most games are about who gets to play them. I started building games for the kids there, and watching a child play something I made, on their own terms, reset what I think games are for.

I work in Unity and Godot, draw in Procreate, and build my own tools when the existing ones get in the way.

Engines
Unity (C#), Godot (GDScript)
Art
Procreate, Blender, Aseprite
Writing
Summer programmes at Georgetown & Oxford
Volunteer
CM Child Development Clinic, several years
Focus
Accessible play, systems design, narrative
Matthew Shen in his T-Birds hockey jersey, number 19

Contact

Let's talk

Questions about the games, the art, or anything on this site — send a note and it goes straight to my inbox.