Hello! I’m Matthew Muller.
Game Developer and Programmer from Australia.
My Dev Story… (so far)
I was twelve when I started programming. I spent my afternoons tinkering with Game maker to create a top-down zombie defense game. It was an unfinished mess - but it was a game… and it worked. I fell in love with the problem solving and creativity programming requires.
I graduated from Queensland University of Technology (QUT) in 2023 with a Bachelor of Games and Interactive Environments. I had the pleasure of working with Gameloft Brisbane on an unreleased cyber-gothic action platformer, showcased a VR spellcasting arena battler at the Queensland Games Festival (QGF), worked to an application brief from Women in Construction to encourage young females to join their industry, and participated in many games jams with developers from all around the world. I learnt about code architecture, SOLID principles, agile frameworks, code clarity, and perhaps most importantly, debugging strategies (so much debugging…).
Since then, I've co-founded Mobster Lobster Games with three other developers, showcasing our work at QGF and other events. We’ve spent the last year developing an assortment of vibrant prototypes, vertical slices, pitch decks and project plans as we prepare for our first commercial release in 2026.
What the Tide Brought In
An atmospheric narrative game about memory and perception.
This was a game I made for the Season of the Dev game jam in 48 hours alongside friends and colleagues Jackson Smollen and Jas Perry.
I was the sole programmer, Unity developer, sound designer, and even voice actor.
I’m still waiting for my emmy nomination.
Rodent Rollers
A goofy party racing game about rodents tumbling through absurd race tracks in zorb balls.
This was originally made in 48 hours for the 2025 Global Game Jam but received continued development afterwards.
I was the gameplay programmer, sound designer, and producer.
Jaws of Space
Navigate the twisting corridors of an abandoned space facility using your zero-gravity propulsion system. Something strange and terrifying still resides in this cold, desolate place… and in humanities absence… it’s grown hungry.
I was the Unity developer, programmer, and sound designer.
Soul of Darkness
Cleave your way through neon lights and gothic architecture as you race to defeat the AI overlord responsible for plunging this world into chaos and depravity.
I was the Game Designer, Level Designer, Sound Designer, and Generalist Programmer.
Contact Me
Interested in working together? Feel free to reach out using the contact form or email me directly on contact@mattmuller.dev