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Award-winning screenwriter and game designer with a strong passion for interactive storytelling.

 

CJ Matthews is an award-winning screenwriter and producer who has transitioned into game development with a strong passion for interactive storytelling and immersive gameplay experiences. Adept at designing compelling narratives, engaging mechanics, and seamless player experiences. Proficient in Unreal Engine 5, Twine, and programming languages such as Python, C++, and C#. A highly adaptable, self-motivated developer eager to contribute to innovative game projects, whether in narrative design, level design, or QA testing.

 
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ACCOLADES

I hugely enjoyed talking to CJ about writing in general and his own writing in particular. CJ has a highly developed interest in all forms of creative writing and is also quite clearly working on an impressive range of projects. He’s quick, eager to learn and insightful in his approach.
— Rob Gittins
The level of dedication, attention to detail, and sheer emotional weight of this experience is something special. The environmental storytelling is very strong throughout. Right from the first passage/adult stage in the bedroom, the player is given a deep insight into the protagonist’s mental state without over-explaining it with exposition. The clutter, the dead goldfish triggering a cutscene, the alcohol next to painkillers, all of it feels very natural, showing where this character is at emotionally. Nothing feels staged or artificial. The transition between the adult and child sections is one of the most powerful aspects of the experience. Seeing the same physical space through two completely different lenses is both a strong narrative device and also a smart technical choice; allowing the developers to retain the original level design. The stop-framed boiling animations, the exaggerated hues in the child’s perspective, and the playful interaction with toys, these details make the shift feel tangible. The environment works hard to tell the story, which is something games often struggle with.

The cinematic nature of this experience adds a huge emotional weight to the experience and the way the game makes the player go through the protagonist’s struggles firsthand is a very intimate way of expressing a story. The first-person perspective of the hanging sequence is haunting, it’s deeply unsettling, but it doesn’t feel like pure shock value. It’s handled with consideration and sensitivity.

The contrast between the two timelines is very considered. The developer captures that childlike wonder perfectly, but there’s always this underlying sadness, knowing where it all leads. The cassette player scene in the mother’s room is a great example of how subtle details can create an emotional impact, it doesn’t need to outright tell you how she felt about her child, you just feel it. The poetry scattered throughout the game adds even more depth, making it feel like the protagonist is trying to hold onto something from the past, something slipping away.

The story is very sad and deeply immersive. It does such a great job of making the player feel like they’re piecing together someone’s life, rather than just being handed information. The way things are revealed, like the father locking the study during the second passage or where the player actively deletes their memories on the computer during the fist passage, creates such a strong sense of loss. The story feels lived-in rather than just told.

The final scene with the father is stunning. Seeing him as a child, with the camera zooming out to make him seem so small, is an incredibly powerful way to show how perspective shifts over time. It’s such a poignant ending that really ties everything together.

The technical execution is very good here. There is some lovely attention to detail both visually and through the use of sound. The volumetric light rays coming in through the windows is beautiful, dust particles provide a sense of 3D depth to environment. For the most part, the models are of very high quality with high resolution textures/materials being used. It’s also great to see the developer engage with post processing volumes where dynamic camera based effects are applied between passages, this is excellent. 

In terms of sound, the shift from warm piano music to eerie synth driven sounds in the garage is really effective, showcasing strong ability to design and implement sound in Unreal Engine 5 using its inbuilt audio utilities. The voiceover work is so good!!! The fact that the developer recorded and performed this all by himself is amazing and I’m very impressed with the results here where it adds a lot of polish to the game and makes it feel like a fully realised experience.

The attention to small details, like making sure the flashlight was exactly where the mechanic said it would be, builds trust between the player and the world. It makes exploration feel rewarding rather than frustrating. Great game.
— Sam Sturtivant's review of my game 'Before I Was A Wrinkly Kid'
CJ is a bright and able student who is a pleasure to have in class. I have taught him on two units as part of his foundation year (Introduction to Music Video Production and Screenwriting and Producing). On both of these units CJ received outstanding grades and I have no doubt that he will be awarded a first upon completion of the course.

I know that one of CJ’s main passions is screenwriting. I have had numerous conversations with him about his own work and work that he has studied either for class, or external viewing he has been doing. I get a real sense that he is beginning to develop both as a gifted writer and a solid academic student.

In class CJ is both studious and hard working. He is always engaged with lectures or the tasks that are set in class and is able to join in with group discussions with articulate points of interest or interesting questions. Frequently I have to remind myself that he is one of the younger members of the group as he is often able to showcase a maturity that is beyond his years.
— Ted Wilkes
From the outset CJ was an exemplar student. He never missed a lesson and was always punctual. He contributed to all lessons, questioning, enthusiastic, seriously dedicated to getting the most out of the class. He was always comfortable (and often the first) to pitch and present. He took criticism well and was relentless in trying to improve his work.

His approachable and committed manner, resulted in many students seeking him out for advice. He had tight deadlines of his own but always took time to help contribute critical and intelligent feedback. He was always polite, respectful to colleagues and myself, a pleasant sociable member of the class who helped create a positive learning environment.

He never missed a deadline. His creative work was always excellent. He pushed himself to create a complete filmic work. The script, shot construction, direction and performances were in a different league from his contemporaries; a complete advertising idea, one that would not be out of place in a professional context. Out of my 28 students, he was comfortably at the top of the list.

CJ made use of all the equipment and facilities that Regents provided. He was involved in many extra-curricular activities. He ran a drama group and participated in fundraising and charitable events for the Young Rotarians.

CJ is passionate about a career in film and TV. He loves film art, lives and breathes it. He is initially interested in screenwriting (for which he has natural talents) but I feel he could go on to direct and produce if he so wished. CJ has not only made the most of his time at Regents academically but has produced creative work that has done the university proud.
— Devon Dickson