Portfolio
Ing. Matěj Zeman
Junior Gameplay / Tools Programmer
Unity and C# programmer focused on gameplay systems, VR interaction, practical tools for game production, and supported by a computer graphics background.
- Unity
- C#
- Gameplay
- Tools
- VR
- Graphics fundamentals
About
About me
I am a Unity-focused game programmer with an Engineer's degree (Ing.) in Computer Graphics from CTU Prague and a Bachelor's degree in Open Informatics, specialized in Computer Games and Graphics.
My main focus is gameplay programming, interactive systems, game mechanics, AI behavior, UI, and technical problem solving in Unity. During my studies, I worked on several game and VR projects, including a 2D stealth game, a VR game project, and an interactive VR simulation for EOD training.
I am currently part of Seventh Realm, developing W.A.R.D., a sci-fi tower defense game, where I contribute mainly as a programmer and also handled grant-related financial administration.
I am looking for opportunities in game development, gameplay programming, C#, C++, tools, AI, VR, and interactive systems.
Projects
Selected work
01 / Unity tower defense
W.A.R.D.
A sci-fi tower defense game developed in Unity by Seventh Realm, an indie student game team.
View on Steam
Project details
The project was developed through the Prague Game Accelerator and received the Community Award at GDS Prague Indie Expo.
My role
- Gameplay programming
- Unity development
- Game mechanics implementation
- Team collaboration
- Grant-related financial administration, including expense tracking, documentation, reporting, and budget control
02 / Master thesis
Interactive VR Simulation for EOD Robot Training
Unity and C# VR training simulation for Meta Quest 3 using OpenXR.
View thesis record
Project details
Master thesis project focused on designing and implementing a Unity VR training prototype for remote control and manipulation with an EOD robot.
The prototype is based on the SPUR robotic platform and includes physics-driven robot locomotion, a manipulator arm with a gripper, robot camera views, a virtual remote controller, multiple controller interaction schemes, objective-based training levels, and basic time-based scoring.
My focus
- Developed the Unity VR prototype for robot teleoperation and manipulation training
- Implemented physics-driven robot movement, differential steering, flipper control, and manipulator/gripper interaction
- Designed and implemented three virtual remote controller interaction schemes
- Created objective-based training scenarios for navigation and object manipulation
- Integrated the prototype into a reconstructed EOD environment
- Evaluated usability and realism through testing with EOD specialists
03 / Bachelor thesis
Craftonomic
A single-player 3D top-down crafting game focused on virtual economy and resource flow.
View thesis record
Project details
Bachelor thesis project focused on designing and implementing a single-player 3D top-down crafting game with a strong emphasis on virtual economy and resource flow.
The prototype was developed in Unity and included gathering, crafting, resource refinement, trading, building construction, combat, enemy AI, procedural resource placement, mini-games, UI systems, and user testing.
My focus
- Designed and implemented core gameplay and economy systems
- Created crafting, resource refinement, item durability, and trading mechanics
- Implemented enemy AI using state-machine logic
- Designed gathering mini-games and UI flows for inventory, crafting, trading, and refinement
- Worked on Unity optimization and tested the prototype with users
04 / Unity VR team project
Tiger Escape
A Unity VR escape and puzzle game developed as a university team project.
Project details
The player solves multiple physical mini-games and uses discovered code digits to unlock the final keypad.
My role
- Developed VR gameplay interactions and puzzle mechanics in Unity
- Implemented game-state logic, player feedback, and progression systems
- Built mini-game systems connected to the final escape puzzle
- Tested and iterated on gameplay in a team environment
05 / Micro Jam 055
Dug Too Deep
A 2D pixel-art horror game created for Micro Jam 055 with the theme Horror and the constraint "Always fear something!"
itch.io
View jam
Project details
The player explores a dark mine without a map, searches for the bodies of five missing colleagues, collects letters to uncover the story, avoids methane, and manages lantern fuel.
My role
- Implemented player movement and animation logic
- Worked on the lantern/light mechanic as the core survival system
- Programmed interactive gameplay objects
- Tested and polished the game