Other Projects

Freelance Work:

"Eat Me." sign - Early November 2017

Two entrepreneurs planning to start their own business together approached me, asking for help in creating a visualisation of a sign of their business to present to investors.

I was given initial sketches and details of the wording, colour scheme options and the four different variants of them they wanted to try, getting feedback for each.

After the final one was selected, it was modified on request with two mockup storefronts being designed and added at a later date.

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Building modules - End of November to beginning of December 2017

I found some work on the early stages of a fantasy-themed MMORPG project for a small company.

They wanted modular pieces of ground floor buildings made from scratch and textured in such a way that they would seamlessly blend to the dirt ground.

Because of the texture maps provided (everything for the asset being on one map) and chamfered edges on some pieces, I found it to be a very good exercise in extensive & precise UV mapping.

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Additional Visual Work:

Portfolio Logo/Favicon - Early February 2018

I decided to create a logo for myself as a designer as a way of effectively 'branding' myself, my works and this portfolio by extension.


For the sake of outreach and consistency, I put the same design on my e-portfolio, this website's favicon and also printed on business cards I hand out at Game Jams, socials and other game-related events in Bristol. 

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Business Cards - Early February 2018

I wanted to design a business card for myself that included everything I value in communication: directness, succinctness and clarity. 

As such, I decided to make sure I put across everything I needed to on the very finite space in a very clear and structured layout.


I also made sure to keep the branding consistent, utilising the logo and its colour scheme on the design.

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Game Design Theory:

Game Concept - "Star Wars: Exile" - poster from January to April 2017,     "Star Wars: Mark Omega" Game Design Document from April '19-August '20

In an effort to hopefully distinguish myself from other designers, and to get a story concept idea that's been going around in my head since 2013 off my chest, I decided to write my own video game: inside and out, start to finish. 


I had a major head-start with this through using this story concept in early 2017 as a foundation for the only assignment at University to properly delve into Game Design Theory. We were given a simple objective: come up with an original game concept across any medium - console/PC, board games, trading cards, etc.


I chose to do a concept for a 3rd person RPG set in the "Star Wars" universe 5 years after 'Revenge of The Sith' focusing on a Jedi survivor in exile. This was, from the beginning, designed as a darker, mature and gritty story in the same vein as the cancelled title 'Star Wars: 1313", and as a kind of spiritual successor to both the "Knights of The Old Republic" and "Force Unleashed" titles - similar to how 'Assassin's Creed' is considered one to 'Prince of Persia'.


I also deliberately took some aspects and details of now-'Legends' material and repurposed them to try and bring them into the new order, like Disney and their canon for the entire previously established universe.

For the brief, whatever we chose, we produced an A1 poster full of details answering three of six questions we were given, each with multiple subsections and all pertaining to differing elements of GDT. This covered areas such as world/mission design, character archetypes, how certain mechanics can feed into story and vice versa, etc.

After submitting the GDT poster in April 2017, I never stopped thinking it would be good and cool if this particular game and story ever got made and saw the light of day somehow, with the odd detail about story or characters presenting itself to me over time.


Coincidentally, the reveal and then-impending release of 'Star Wars Jedi: Fallen Order' really turned my focus and interest back to this project, kept the ideas coming anew and gave me the feeling I need to properly establish the details of this project as a way of standing by my idea and as an act of "proof of concept".

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Click to be able to view properly.

Click to be able to view properly.

Click on the image for larger size and better quality.

As of the eve of the release date of 'Jedi: Fallen Order', the design poster I made establishing the basic first draft of my idea had been published for the world to see for just over seven months, and the very large Game Design Document I've been writing and compiling is finished at just under 317,000 words over 627 pages.


The GDD covers the projects' Background, list of Characters from main to minor, Key Game Items, Player Customisation, the list of Settings/Playable Locations, two versions of the game's story (for the sake of accessibility). I also reformatted and included a Reconfiguration of the 2017 Design Poster from University with added information from other questions set on the Assignment Brief, Minigames, a list of the Trailers' scripts, repurposing of 'Legends' material, Changes to the Concept (including how I avoided "Jedi: Fallen Order" clashes), the project's Future and design Sources.

With regards to the development time for this project, I didn't know what to expect as I had never undertaken a project of this nature before, so I used the production window of my then-largest project; the "Helm's Deep" Level Design as a reference. I tried to keep it along the seven-month window and was on track to do so, but it became clear when doing the largest parts of the GDD: the 440-page story and 126 individual game maps, that it would take much longer than ideally anticipated, especially while always working around other obligations with family, other important things, and the ever-changing and increasing responsibilities of an essential role in current days.

This project included many firsts for me all rolled into one endeavour, as I had never: written a story before, done behind-the-scenes mechanics to a narrative concept, taken a narrative and reworked and adapted it for an interactive format like a video game, designed a character from biography to physical design, and written any kind of game before.

As stated and published here previously: with this project I'm not trying to clash with Disney or their IP in any way, I'm just trying to show I have experience in this corner of Games Development and show off a hypothetical, purely non-canon idea as a long-term fan of the franchise.

© 2017 - Matt Archer

Door Module 2