Matti Delahay

Portfolio - Games

Moomin: Puzzle & Design (2020-)

Overview:

  • Available on iOS and Android
  • An evolution of the physics based puzzle core established in Angry Birds Dream Blast combined with a narrative decoration / renovation meta set in the Moomin universe

Personal key achievements:

  • Lead Designer from the prototyping stage to soft launch
  • Leading and mentoring the rest of the design team members
  • Manager for a team of level designers as one of the Level Design Craft Leads of the studio

Angry Birds Pop Blast (2017-2020)

Overview:

  • An iteration of classic bubble shooter mechanics with improved UX and twin upgradeable characters
  • Game was very well received by the core target audience, but failed to meet the level of ambition

Personal key achievements:

  • Lead Designer from the prototyping stage to soft launch
  • I had the privilege of onboarding and mentoring several brilliant junior designers
  • Manager for a team of level designers as one of the Level Design Craft Leads of the studio

Angry Birds Match (2016-2017)

Overview:

  • Available on iOS and Android
  • An Angry Birds match-3 puzzle game based on the foundation laid by Nibblers

Personal key achievements:

  • Level designer on the project throughout the soft launch
  • Significant improvement of KPIs during SL through data driven level funnel improvements
  • Helping the team establish level design philosophy and onboarding new team members

Nibblers (2015-2017)

Overview:

  • Available on iOS and Android
  • A match-3 puzzle game with more than 1000 levels
  • Short update cycle, 25 new levels every week

Personal key achievements:

  • Joined the project as a level designer in December 2015
  • Lead level designer of the project as of February/March 2016
  • Working alongside lead game designer Emyl Merzoud on new features

Love Rocks (November 2015)

Overview:

  • A puzzle match game with unique color/symbol matching mechanics

Personal key achievements:

  • Joined the project as a temporary reinforcement, created 100+ levels within one month

Cancelled project at Rovio (2014-2015)

Overview:

  • A cancelled free-to-play puzzle game release
  • Project was cancelled during employee consultations

Personal key achievements:

  • Major level & game design responsibilities

Angry Birds Star Wars II (2013-2014)

Overview:

  • A slingshot puzzle game based on the Star Wars prequel movies
  • Shipped 5 major content updates after launch
  • Grand total of over 300 levels and 56 playable characters
  • First title to feature Hasbro's Telepods
  • Worked alongside lead designer Sami Lindqvist

Personal key achievements:

  • Designed 100+ unique levels for various chapters
  • Designed new character powers, mechanics, level elements and features
  • Produced design & UI mockups in photoshop to communicate design concepts to all of the team
  • Cooperated directly with LucasArts/Disney during the production of Rebels chapter
  • Took over design responsibility for finalizing and shipping the last content update

Angry Birds Star Wars (2013)

Overview:

  • A slingshot puzzle game based on the original Star Wars trilogy

Personal key achievements:

  • Designed 12 levels for Death Star II update

Angry Birds (2013)

Personal key achievements:

  • Designed 7 levels for the Birdday 2013 content update
  • Full update was 15 levels

Iron Sky: Operation Highjump (2009-2012, cancelled)

  • Action adventure game with turn-based strategy and roleplaying game elements.
  • Multiplatform game, uses Unity engine
  • Made by a small core team in cooperation with online fan community
  • I worked on the game as Lead Designer, working on all aspects of the game
  • Development was frozen after reaching playable demo stage because of financial issues

  • Set in Antarctica near the end of World War II, the game was to tell a stand-alone prequel story set in the world of the Finnish scifi movie Iron Sky (2012). The game featured a branching storyline divided between three playable characters.

Digital Ocean / Seagate (2012)

  • An edutainment game made at Agora Game Lab of Jyväskylä University
  • The goal was to make a learning game that would also be entertaining
  • I wrote the script (both English and Finnish versions) including storylines and dialogue
  • A linear storyline split between six playable characters (different types of fish and sea mammals)
  • The game production was a part of a larger EU-funded project.

The game was completed in November 2012 and the finished material is now owned by Ludocraft. The main design challenge here was to plan and write an engaging storyline and sets of tasks that would feel fresh and varying, but wouldn't put too much stress on the limited development resources.

Hobby projects

The Girl Who Was Rain (2012-)

  • A point & click adventure game set in a fantasy world
  • Focus on narrative, exploration and non-violent problem solving
  • Very slow side project that I would still love to finish one day
  • Art by Anayte Delahay, writing, design and programming by me
  • I wrote the current codebase as a C++/DirectX learning exercise

  • The Girl Who Was Rain is a traditional point & click in the spirit of old Lucasarts classics. It tells the tale of a young girl who has lived most of her life on an island inhabited by dragons. One day and old tale awakens some old memories. She embarks on a journey to discover her roots, and finds an adventure larger than she ever expected.


Uncoil (demo released)

  • Available online here
  • A teslapunk -themed point & click adventure demo aimed at age group 14+.
  • A learning project made in Adventure Game Studio for Game Specialist course at Tampere University
  • Made from scratch in less than four weeks of part-time work by a team of four students
  • I was responsible for puzzle design, script and graphics
  • A short demo of three locations and a couple of puzzles
  • Animations and character art based on old animation samples by Anayte Delahay
  • Locations painted and textured in Photoshop, characters animated in Flash
  • Animations were originally made for 24fps, but reduced later due to engine limitations.

  • A classic adventure game set in Spiral City, the capitol of a dystopic tecnocracy ruled by the technology cult Artisans, aided by their ruthless police force Servants.


    The main character is a young mechanic's apprentice with natural talent for his work, who has so far lived a carefree life with his stern yet protective master. Everything changes one day, when the Servants come knocking and the master refuses to hand the boy over.

Ufo Shooter

  • A learning project made in Unity for Game Specialist course at Tampere University
  • Made from scratch in two weeks by myself
  • Level geometry made with Unity terrain editor
  • 10 weapons and modular weapon script system that makes it easy to create more
  • Weapon recoil, bullet scatter, explosion area damage and other basic FPS functionality implemented
  • Simple enemy AI and two enemy types that use two different weapon

  • Ufo Shooter (working title) is a simple arcade shooter with a B-scifi theme. The aim of the game is to fight through a hostile alien environment to destroy the power crystal that powers an enemy doomsday weapon. The aim of the project was to learn the basics of unity scripting, which proved to be easy enough with any background in C++ game programming. Enemy, weapon and GUI graphics are quick placeholders since I wanted to keep focus on the functionality. A secondary aim was to create a small script library that I am planning to utilize in future projects.

Bulletman

  • A quick flash prototype made in less than three weeks while learning Flash AS3
  • Playable online here
  • Programming by me, art and animation by Janne Keränen, Music/FX by Rene Miettinen
  • Made as a project work on the Game Specialist course at Tampere University
  • Two different enemies and 3+1 weapons
  • Simple difficulty curve - killing monsters the player earns levels and speeds up monster respawns.
  • Local highscore system keeps track of the player's current best score.
  • I expected to dislike Flash due to it's limitations, but it proved out to be a nice tool for quick prototyping

  • Bulletman is a simple survival shooter. The task was to make a clone of an existing game or genre and we chose classic top-down survival shooters. The programming for the game was done mostly in evenings. I had to learn AS3 myself, since the course intro focused on Action Script 2 which I felt too limited.