Kit Matthews
Unity development

Shipped in the engine, from shader to build

Three projects with public footage. Scroll each one and the notes move over the reel — background clips run muted, only while they're on screen. The two full trailers play on demand, with sound.

2024 Mobile AR Unity · C# Tech art

Unisphere

A self-guided augmented-reality tour of the Unisphere building — at 135,000 square feet, the world's largest net-zero building, and a showcase meant to inspire a thousand more like it.

Built with Eyejack and Bytesprite.

The problem

Most of the building's cutting-edge technology is concealed inside walls and floors — the achievement is invisible to the people standing in it.

Spatial technology bridges that gap: a virtual lens that uncovers and visualises the systems driving Unisphere's sustainability, in place, at true scale.

My part
  • Unity development in C# against an Immersal backend, using laser-scanned environments for camera-driven location and tracking
  • Tech art: "portal" stencil shaders, transparency sorting, animated reveal effects
  • 3D asset cleanup and integration across the tour
Press play · sound on
2018–2024 Serious games Research Unity

Minds Online

Using serious gaming to enhance cognitive bias modification research and treatment for high school children.

With the University of Western Australia and Bytesprite.

The study

Ten interactive narrative experiences, fully narrated, played by students across a school semester. The work trains participants to interpret ambiguous social stimuli more positively — cognitive bias modification delivered as a game rather than a worksheet.

The software stores student analytics so the team can measure its efficacy as a treatment method.

My part
  • 3D environment modelling, materials and shaders
  • GUI design and prototyping
  • Content design, copy editing and integration across ten episodes
Bytesprite ↗
Symphony of the Machine gameplay
Symphony of the Machine gameplay
Symphony of the Machine gameplay
Symphony of the Machine gameplay
Symphony of the Machine gameplay
~2017 VR Shaders VFX

Symphony of the Machine

Shader and material development at Stirfire Studios on a released VR puzzle game, where the player rebuilds a ruined landscape by commanding the weather.

Weather is the mechanic, so the look of the world had to change under it — in real time, in VR, at frame budget.

My part
  • A multi-material ubershader that interpolates between weather states — dusty, snowy, wet — with depth-like puddles and rain splashes
  • Complex nested particle effects with custom shaders: tornadoes, storms, electricity
Stirfire Studios ↗
Press play · sound on

Also in the engine

2016–2022 · ASC
"Boat 7" VR training simulation
C# development, hard-surface modelling and shader work — including a multi-pass Marschner hair shader — on an NV1-cleared training simulation. No public imagery; details on request.
Ongoing · Freelance
Technical 3D commissions
20+ military vehicles, weapons and machinery delivered game-ready: retopology, UVs and materials, plus short 3D-animated and mobile AR pieces.
~2015 · Rhabdophobic Wizards
Independent game development
Co-lead on design and development of an independent title, following earlier roles at SK Games and Meteorite Games.
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