Our Passion for New Challenges
Our Passion for New Challenges
Maticco is a small, young, dynamic and very experienced software development house. The reason we founded Maticco in the first place was our passion for new challenges in fields like Unity game development, software development and graphic design – and especially such that require creative thinking. Our work at Maticco allows us to meet new people on a daily basis and meet new challenges with every single project. The fact that we love what we do, and the vast experience that we have acquired over the years, allow us to work in a pragmatic, efficient and most importantly – quick manner. We pride ourselves on our professionalism, our personal take on customer service, our attention to detail and our uncompromising strive for quality.
Maticco provides complete development and graphic design solutions to both small and large organizations. With over 20 years of experience in software design and development, in game development, in project management and in leading development teams – both local and offshore, we take projects of any size and at any stage of development, and push them forward towards a successful completion. Our services include both the development and the graphic design – thus saving our customers the need and costs involved in hiring additional services elsewhere. Maticco accompanies its customers through each and every stage of development – starting at the concept stage, consulting, design and specification, through the implementation phase itself, to delivery, integration, training and adaptations. Upon project completion, we continue to support our clients, providing all the advice and guidance they require.
We have been developing, maintaining and upgrading Windows desktop applications for more than 20 years. We are using most available programming languages and technologies, such as C++/WIN32, C#/. NET and WPF, to develop logic, data layers, web services (in WCF and ASP.NET) and rich user interfaces. Over the years we have tackled an extensive variety of projects, including a wide range of client-server combinations, heavy use of databases, HTTP communications and various security solutions. In addition, and as part of our complete solution, we write software design documents prior to actual development and provide our clients with all the advice and guidance they require upon project completion.
We develop mobile applications and games for all uses and purposes. Our most notable advantage is the rich experience we bring from our many years of software development, our attention to detail and our uncompromising strive for quality in each and every project we take. We make use of modern cross-platform technologies such as Xamarin for application development and Unity for games and multimedia development.
The system analyzes and detects facial expressions using Intel's RealSense technology and is part of Intel's RealSense SDK. The underlying technology detects the operator's facial expressions using Intel's 3D camera and provides the respective data to the application through a proprietary SDK. The system, which makes use of the Unity game engine, displays various 3D characters and animates their movements and facial expressions based on the data provided by the SDK. As part of our work on this project we took part in the RealSense SDK requirements finalization, we developed an abstraction layer in C# between the SDK and the application layer, we developed logic for the detection of facial expressions according to raw data coming from the SDK, and we developed additional layers in C# for controlling the 3D characters' facial expressions. In addition, we also modeled further 3D facial expressions and adapted generic 3D characters to work in Unity's Mecanim.
The system is designed to help homeland security task forces prepare for possible scenarios in real-world locations. It has a main control station that runs on a PC and VR stations that run on Android mobile devices. The control station provides the operator with the ability to move freely around the loaded 3D locations, turn the camera in all directions, zoom in/out, add and remove VR participants, add and remove various graphical elements and markers in 3D space, change participant positions, turn on and off various display layers, guide VR participants using a virtual laser pointer and swap 3D locations at runtime. Wearing the VR goggles participants can walk freely around locations loaded by the operator at the control station, see all other VR participants and make use of the various graphical elements and markers placed in 3D space by the operator. As part of our work on this project we developed both the control station and the VR stations in Unity, we used a multiplayer system for combining all stations into one single experience, we set various display layers that can be turned on and off individually, we designed the overall user experience (UX) of the entire system, we designed and implemented the system's UI, we dynamically integrated 3D models into the scene, we built from scratch a mechanism for loading 3D location models dynamically at runtime and streaming them to the VR stations over the network, and we wrote the system logic in C# which included, among other things, camera movement control, switching between cameras, VR participants' movement mechanism and synchronization between the control station and all VR stations.
Adam Syndrome is an original third-person adventure game based on a dark mystery of novel-like size and depth. Using a fluid point-and-click interface, the player takes control of Professor Adam Reed on his quest for answers following a strange chain of occurrences that ends with the sudden and mysterious death of his wife. As part of our work on this project we wrote the entire plot from scratch, created the game design and wrote the game design document. We created the game in Unity, coded the entire game in C#, including the creation of a robust infrastructure and the implementation of the game logic and puzzles. We modeled all the game's 3D graphics, imported everything into Unity, textured all 3D models and brought them to the desired aesthetic level by carefully controlling their physically-based shaders and by writing additional shaders where required. We complemented the unique atmosphere in the various scenes by employing cinematic lighting techniques, by adding scene animations and by adding a large amount of special effects. We implemented the game's user interface in Unity and created all 2D graphics required for it. In addition, we also created all game characters along with their MoCap animations and blended them all into the game. Last but not least, we created high-quality cinematic cutscenes for the game, including their modeling, texturing, lighting, special effects and animations.
In this mobile game the player finds himself racing against time to escape from the dark cellar where he has been imprisoned - before he is forced to participate in a deadly medical experiment for the purpose of which he was kidnapped. As part of this project, we wrote the entire plot of the game, we conducted a comprehensive study on virtual reality (VR) interfaces and their pros and cons, we came up with a control system that addresses most of the difficulties inherent to the VR platform and we developed the actual game in Unity. We wrote the game logic and puzzles in C# and modeled and textured the game world in 3D. We ran a series of optimizations on the various 3D models and wrote special shaders for the purpose of rendering the 3D objects at very high quality, while maintaining great performance even on few-years-old mobile devices. The game features complex lighting setups that are switched on and off during the game, it features numerous animations for showing the various ways objects are manipulated in the game world and it features a variety of visual and audio effects. We implemented the system screens and the in-game interface in 2D and created all the art for them. The in-game interface also features 3D elements as well and is presented in the game world as a 3D object. The game uses Google VR and is designed to work on iOS and Android mobile devices.
In this series of mobile games, the whole family, and especially the kids, turn into special agents tracking down interesting historical events, snooping around alleys, streets, squares and parks in an effort to find clues and solve puzzles. The games all use GPS to help players navigate from one location to the next and present interesting and diverse puzzles at each location. Aside from being fun to solve, the puzzles also serve to teach kids and adults alike one or two things along the way as well. As part of our work on this project we took part in the game design process and led the Unity development effort for the entire series of games. The development process included building generic infrastructure in C# to serve the entire series – present games and future ones, building the user interfaces for the games using Unity's new UI system, writing all game logic and puzzle mechanics for the games in C#, making use of the mobile's camera and accelerometer, and integrating Google Maps into the games for easy navigation between locations as well as measuring distances in the real world. We built the iOS and Android versions of the games, created the App Store and Google Play pages and released the games for sale on both stores.
The purpose of this system is to provide the means to control remote server rooms and data centers by employing 3D replicas of actual rooms, offering free roaming and interaction capabilities. It allows administrators to move and look in all directions, zoom in and out, closely examine equipment, rotate racks, watch technical information about the various pieces of equipment in the room and see a top view of the room for orientation purposes. As part of our work on this project we modeled and textured the entire room and all equipment in 3D based on the real server room floor plan and reference material. The development of the simulation was done in Unity and included building the actual scene from scratch, building the UI for the information panels and programming all scene logic such as the movement mechanism, the switching between the various cameras, the rack rotation and the interaction - all in C#. We built the final version in WebGL for use in all browsers that support this technology.
In this mobile game the player takes an active part in some very funny and challenging food fights. As part of our work on this project we took upon ourselves an existing game developed in Unity by the Coca-Cola Company and we implemented a series of new features and customizations in favor of a new advertising campaign for the local market. The new features included, among other things, customizations in game logic, in the way the player advances from one level to the next and in the way game score is managed, implementation of a Leaderboard system including communication with an external server for sending and receiving game scores, operational and visual customizations to existing system screens, and the implementation of entirely new screens. In addition, we were responsible for the localization of the game into the Arabic language, a task that included replacing all game texts to those of the new language, changing game fonts and adjusting all user interface elements to the new texts.
3x3 is an interactive fictional drama, produced by a French-Canadian company, that uses three different mediums: a classic adventure game, a video series and a graphic novel, that can each be enjoyed individually or as a single piece. As part of our work on this project we served as technical advisers for the game development phase in Unity and as Unity developers responsible for various development tasks. As technical advisers we provided guidance to the company's Paris-based developers, we studied and figured out existing Unity scenes in order to solve various long-time issues and bugs, and we presented different technical solutions and alternatives both on the architectural level and on the implementation level. Our Unity development tasks included complex puzzle implementation consisting of writing game logic and manipulating 3D elements, as well as the establishment of player and camera movement in the various 3D scenes.
This application plays a video presentation for a new drug by a large pharmaceutical company. It is used primarily during big conferences in order to present the new drug to physicians attending the events. As part of our work on this project we built a mobile application in Unity for playing a 360° 3D video designed to work with Google Cardboard. We created the application using the Google Cardboard SDK for Unity to enable the virtual reality experience on iOS-based and Android-based mobile devices.
Smart City is a combination of command and control systems designed to automate and optimize complex processes in the management of large cities in the United States and the prompt response and delivery of maintenance services to such systems as traffic lights, water reservoirs, etc.. The school traffic lights command and control system collects data from all traffic lights connected to the system, displays them on a dynamic map, allows the control of each and every one of them, and shows various alerts according to their severity. The snow hazard command and control system tracks the piling of snow on roads and junctions using a combination of sensors and cameras and alerts of the need to provide proper services by field agents. As part of our work on this project we designed the application based on a requirements document, we graphically and functionally designed the application's user interface and we developed the application in C#/.NET/WPF. The user interface is built entirely in XAML including data binding with data coming from an SQL Server database through WCF web services.
Ceedo Technologies' workspace virtualization systems for portable storage devices and mobile phones allow users to move their own workspaces between different PC's and to manage multimedia content. As part of our work on these applications and services, we took a major part in their design, their UX/UI design and their development in C++/WIN32 on the client side together with ASP.NET web services on the server side. In addition, we also developed applications for easy update and administration of the users' workspaces according to the organization's needs and requirements. Here too, we took a major part as well in the design of these applications and their development in C++/WIN32 and also as Microsoft Management Console (MMC) Snap-Ins in C#/.NET using an SQL Server database.
The G9200 system is designed to run on a dedicated test equipment and provides automated testing of various devices including a large amount of custom-made tests. As part of this project, we implemented the system's graphical user interface in WPF/XAML based on detailed instructions from a graphic designer, we developed complex UI controls in C#/.NET and improved on existing ones, and we developed a themes layer for the user interface in C#/.NET.
The Inline Station system is designed for use in car assembly facilities. It scans car parts on the assembly line, compares them with previously-stored data and issues alerts when deviations are detected. As part of this project, we took part in the implementation of the system's graphical user interface in WPF/XAML based on detailed instructions from a graphic designer.
This information system for the Phoenix Insurance Company helps insurance agents monitor requests they make on behalf of their clients, lets them check on various statuses and allows them to receive important information required for their business operations and customer service. As part of our work on this project, we used Xamarin to develop the application based on the provided design document and designed a major part of the application’s user interface. The development included the Xamarin.Forms cross-platform infrastructure as well as specialized Android and iOS implementations. The infrastructure consisted of the application’s logic, written in C#, as well as the user interface, written entirely in XAML including the data binding with the web-based data. The Android and iOS implementations consisted of custom renderers for all UI elements, new UI controls such as an Accordion control and a Combo Box, and special animations for the various UI controls.
This system combines advantages of large management systems together with Facebook-like social networking features. The system manages the residential building's tax collection, expenses and all ties with external entities such as municipalities and service providers. In addition, the system serves as a social platform for the building's residents on which they may write posts of any kind – either building-related or general, get comments and engage in conversations with each other. Residents can raise issues for voting, schedule meetings, report hazards and even get real-time updates on what is happening in the building – all in one single place, simple and friendly. As part of the project, we developed a design language for the web application, we designed the entire user interface and we developed the application in Angular/HTML5/CSS3.
A few of our clients
“We received excellent service and certainly above all expectations. Despite the fact that this project has been constantly changing throughout its course, the people at Maticco showed extraordinary flexibility and responded promptly and effectively to all our demands. The service we received was always personal, professional and very quick, and above all – everything was done with great courtesy and good spirit.”
“One of the most evident characteristics we witnessed about Maticco during our work together was the company’s insistence on the small details and their extraordinary capacity to always deliver more than what was promised. The people at Maticco thoroughly researched and understood our requirements and turned our project into a marketing tool and a source of pride within our industry.”