Technical Leadership
Mentoring high-efficacy teams and authoring technical roadmaps to align engineering efforts with critical studio shipping goals.
Engine Architecture
Specialist in game engine customization, CI/CD pipelines, and automation infrastructure for AAA VR and RPG titles.
Innovation & AI
Patent holder for game workflow efficiency and early adopter in integrating Generative AI (MCP) directly into the Unreal Editor.
Company: FlexVault | Role: Co-Founder & Chief Developer Experience Officer | Year: 2026
Co-founded FlexVault to build a high-performance version control platform competing directly with Perforce, Lore, and Git-LFS. Architected for game engines and massive binary assets to eliminate workflow friction with 10x faster iteration speeds. Learn more at https://fxv.dev/.
Company: Independent | Role: Creator & Lead Developer | Year: 2026
Designed and built a guided bike tour platform for Edmonton's River Valley. Runs entirely for free on GitHub Pages using Google Apps Script as a serverless backend.
Company: Sanzaru | Role: Lead Tools Programmer | Year: 2024
Led a high-efficacy team of engineers in designing, building, and maintaining the automation infrastructure and deployment pipelines that powered AAA development.
Company: Midwinter Entertainment | Role: Senior Automation Tools Programmer | Year: 2021
Architected and optimized studio-wide CI/CD pipelines, significantly accelerating iteration times and build stability for the entire team.
Company: Independent | Role: Lead Game Developer | Year: 2019
Developed an interactive narrative about homelessness. Check out the project at https://churchmf.itch.io/invisible-hand.
Company: Serious Labs | Role: Senior Programmer | Year: 2018
Architected and implemented automated testing frameworks, including custom "pre-flight" validation tools that drastically reduced build breakages and downtime.
Company: BioWare | Role: Software Developer | Year: 2018
Drove the standardization of development tools for quality assurance, creating a unified web ecosystem adopted by multiple Electronic Arts franchises.
Company: BioWare | Role: Software Developer | Year: 2016
Drove the standardization of development tools for quality assurance, creating a unified web ecosystem adopted by multiple Electronic Arts franchises.
Company: BioWare | Role: Software Developer | Year: 2014
Drove the standardization of development tools for quality assurance, creating a unified web ecosystem adopted by multiple Electronic Arts franchises.
Company: Electronic Arts | Role: Software Engineer | Year: 2014
Developed end-to-end features for the World Cup tournament mode, implementing both the backend C++ simulation logic and the corresponding frontend UI screens.
Company: Electronic Arts | Role: Associate Software Engineer | Year: 2012
Owned the development of International Manager features, enhancing the depth of national team gameplay through new interactions and UI flows.
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Available for contracting and consulting engagements. Providing specialized technical consulting, software development, and tools architecture services for advanced software and games development workflows. Acting as an external technical force multiplier to optimize engineering pipelines, modernise development infrastructure, and unblock creative production.
Automating studio-wide build, test, and deployment infrastructure to drastically reduce turnaround times and eliminate breakages.
Custom game engine tooling, editor extensions for Unreal and Unity, and workflow automation that bridge engineering and creative artists.
Advising studios on high-scale version control including Perforce, Git-LFS, and FlexVault, developer experience, and emerging AI tooling.
© Matthew Church. All rights reserved.