Welcome to my portfolio and download page! My name is Matthias Worch, and I am a game designer. I’m originally from Germany, but now live in the San Francisco Bay Area with my wife Victoria. I work at Hangar 13 Games in Novato, CA, doing my absolute best to turn our studio motto “Every Player Story Is Unique” into reality.
On this page, you will find my game development portfolio and downloads for my 3D levels and game development lectures. Happy browsing!
- As a direct follow-up to my 2012 talk "Player Stories and Designer Stories", this GDC lecture delves deeply into the oft-repeated, but rarely explored game design concept of "interesting decisions". Meaningful choice is the foundation of good game design, but there is a surprising amount of ambiguity surrounding the topic.... Read More
- My 2013 GDC lecture explores computer games' place in the cultural landscape. As developers and players, we hear comparisons between movies and games all the time, and we are still heavily influenced by the way in which movies (and books) have shaped our expectations for storytelling, authorship, and even our... Read More
- Games are inherently participatory. That interactive nature is the reason for why we play games, and it's how computer games are powerfully different from all other media. But whose story does a game tell? That of the player, the game character, or the designer? The answer lies somewhere in the... Read More
- Who is the actor in a game? Is it the person holding the controller in the real world, or the player-character who moves through the game-world? The answer is Both, and the game designer must work carefully to keep the interests of these two consciousnesses aligned. This GDC talk looks... Read More
- This lecture, which I presented together with Harvey Smith at the GDC 2010, examines the game environment as a narrative device, with a focus on further involving the player in interpreting (or pulling) information, in opposition to traditional fictional exposition. Harvey and I provide an analysis of how and why... Read More
- This was a quick beautifying pass of a pre-existing level. Looking back at the level in 2008, I’m not sure why I did it. There isn't much gameplay here. But I guess the level has historical value. (more…)