
Matthew
Senior Technical Designer Unreal Engine Generalist
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Porfolio
Experiencia laboral
Senior Technical Game Designer
Game • Tiempo completo
Dec 2022 - Present • 3 yrs 5 mos
-Leads the technical design and implementation of core gameplay, combat, and hero features, serving as a bridge between art, design, and engineering to develop scalable, interconnected systems for an action-adventure game built in UE5 -Utilizes expertise of Blueprint Visual Scripting, native UE5 tools, and proprietary systems to create optimized Blueprints, AI behaviors, mission scripting logic and gameplay mechanics which support key player goals -Defines and documents specifications for combat and gameplay metrics, working alongside level designers and encounter designers to establish effective standards that support hero and enemy behaviors and ensure effective implementation of authored systems -Collaborates with leads and individual contributors across disciplines to align artistic and functional goals, ensuring cohesive integration of art, VFX, and audio assets into optimized and well-organized Blueprints -Owns creative and technical processes for combat design and implementation of enemy and Boss NPCs; creates documentation for attack and behavior list, and tunes enemy behaviors for a balanced and engaging combat experience
Sony
Tiempo parcial • 2 yrs 8 mos
Technical Game Designer
Mar 2021 - Jan 2023 • 1 yr 10 mos
-Developed engaging narrative experiences in Unreal Engine 5 through intuitive gameplay systems and meticulously designed levels for a massive multiplayer environment -Owned production of complex networked gameplay systems, mechanics and interactions built in Blueprint that made up the foundation of the core gameplay loops -Championed game documentation and design of key features driving narrative, UI, technical art, game systems, and player mechanics -Acted as a primary point of contact across disciplines to deliver polished solutions that aligned with key project goals
Associate Level Designer
Jun 2020 - Apr 2021 • 10 mos
-Owned design, implementation, and polish phases of level design with an iterative building process to build spaces that enable and improve narrative storytelling and seamless player navigation -Developed environments from Greybox/Blockout through final pass that aligned creative vision, concept art and level design philosophies for an interesting and dynamic player experience -Led playtesting sessions with environment artists and game designers to test, improve, and validate built environments