Contact

Matthew Louis Mauriello
Independent Game Developer
Newark, Delaware

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About

In my everyday life, I am an Assistant Professor in Computer and Information Sciences at the University of Delaware.You can find more information about this at:
https://www.cis.udel.edu/~mlm/

In my limited free time, I like to design and build video games. Typically, I work on the software engineering and project management side of these project. A list of my currently released and prototype games projects is below for you to peruse. Thanks for visiting!

Released Titles

  • 2016
    Working one weekend a month for four and half years, I led a team of developers in the design and production of the indie video game Tumbleweed Express. At the time of this writing, the game has a "Very Positive" rating on Steam and is available for PC, MAC, and Linux. More about the game can be found on the main page for The Dirigiballers, LLC.

     

Prototype Titles

  • 2024
    During the IGDA's annual Global Game Jam, I joined a team of developers to design a short prototype for the indie video game Brain Co.; the theme of the jam was "Make Me Laugh". In this game, you are welcomed to Brain Co. where they make happy brains. As a new employee, you use the mouse and keyboard to interact in this point and click 3D horror puzzle.

     

  • 2023
    During the IGDA's annual Global Game Jam, I joined a team of developers to design a short prototype for the indie video game Bad Therapy: Root of the Problem; the theme of the jam was "Roots". In this game, you run a therapy practice where you try to keep your service quality high by engaging clients in conversation to discover the root cause of their problems. You can record notes in your notebook about their temperament, diagnosis, and treatment. You can also sketch things and show your sketches to your clients. Various items in the room are also interactive. Try it out on itch.io.

     

  • 2022
    During the IGDA's annual Global Game Jam, I joined a team of developers to design a short prototype for the indie video game Initiative Game; the theme of the jam was "Duality". Our game pits two players against each other as Dungeon Master (DM) and Player. The DM builds a dungeon with walls, traps, and monsters in real-time by painting with a cursor using a top-down map. The player navigates the dungeon in 3-rd person. The player also has access to a shop. If the player makes it to the white pillars, the game will reset.

     

  • 2019
    During the IGDA's annual Global Game Jam, I joined a team of developers to design a short prototype for the indie video game Neighborhood Knockout; the theme of the jam was "What home means to you". Our game is multiplayer fighting game where the player controls the moves from within their Mecha House. Buttons are located throughout the house that are various movements that the house can do. As the titans brawl on their own, it is up to the player to decide whether to defend against their opponent, or go for a thunderous attack that will leave the enemy house in ruin. With each victory, the player will collect items to fortify their mech or to spruce up their rooms. In this neighborhood, its either beat up or get beaten.

     

  • 2018
    During the IGDA's annual Global Game Jam, I led a team of developers to design a short prototype for the indie video game Podunk Phone Co.; the theme of the jam was a video of various kinds of "transmissions". This Telco Simulator welcomes you to the rural town of Podunk. As you prepare for your shift as the local phone operator, a winter storm warning goes into effect resulting in a panicked night of keeping communications going for the town. Listen in, learn about what is going on, and get that gossip from your nosy neighbors. To win, you must provide high quality service by routing communications correctly and efficiently -- or not -- it's totally your call.

     

  • 2017
    During the IGDA's annual Global Game Jam, I led a team of developers to design a short prototype for the indie video game ZombWave; the theme of the jam was a video of various kinds of "waves". In this "Zombie Non-Shooter" each player has a special "wave" power that can effect the zombie hoardes attempting to stop you from completing your super-awesome bar crawl.

     

  • 2013
    During the IGDA's annual Global Game Jam, I led a team of developers in the design and production of the indie video game RoboHeart; the theme of the jam was the sound of a heart beat. In this puzzle game you must pass a robotic heart between two robots using sound waves to activate objects that enable you to reach the next, increasingly challenging level. The title was released for a short period of time on the Apple Store for iPads.

     

  • 2012
    During the IGDA's annual Global Game Jam, I joined a team of developers to design a short prototype for the indie video game Susie's Summer Home; the theme of the jam was an image of an ouroboros. In this horror, escape-the-room mashup, you must guide Susie through a haunted house where every door leads to somewhere unexpected and every wrong turn brings you back to where you started.

     

  • 2011
    During a summer game jam event hosted by the DC Chapter of the IGDA, I joined a team of developers to design a short prototype for the indie video game Beans vs. Waffles: Space Wizards 4; what happen to the other three games? No one knows. In this game you must manage your society's resources in order to build defensive and attack satelites that protect your side of the globe from enemy bombardment. With single and muliplayer capabilies, this title was released for a short period of time on the Apple Store for iPads.

     

  • 2010
    During the IGDA's annual Global Game Jam, I led a team of developers in the design of a short prototype for the indie video game Decepto Driver; the theme of the jam was the word "Deception". In this 2D top down endless runner prototype, you have just stolen a car capable of becoming invisible after collecting pickup items. You must use your expert driving and cloaking abilities to outsmart police patrols and avoid other vehicles.

     

  • 2009
    During the IGDA's annual Global Game Jam, I joined a team of developers in the design of a short prototype for the indie video game Escape or Die; the theme of the jam was the phrase "Together we cause and solve all of our problems". In this platformer, you and a partner play on opposite sides of the keyboard controlling two escaped alien prisoners who have crash landed on a planet while still shackled together. Using their elastic chain, each player hurls the opposite player from one platform to the next; however, players must be careful as speed and synchronization are needed to complete each level.

     

  • 2007
    Created as a short Flash/ActionScript 3 educational project, SeaStrike! was a battleship clone. For a short time a multi-player functionality with leaderboard was available through Facebook; however, this hasn't been supported over the years and has become deprecated along with the rest of the project.