Resume |
Matthew Wingler
Principal Combat Designer
Email: [email protected] Phone: 1+817.319.6506 Portfolio: www.mwingler.com
Expertise
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Experience
Senior Combat Designer Aug 2023 - May 2024
Phoenix Labs | Project Bismuth
Principal Combat Designer Jan 2021 - Jul 2023
ProbablyMonsters | Unannounced Title
Senior Combat Designer Jan 2017 - Dec 2020
Final Strike Games (EA) | Rocket Arena
Multiplayer Designer Sept 2015 - Dec 2016
Bethesda Game Studios Austin | DOOM (2016)
Associate Multiplayer Designer June 2013 - Sept 2015
Bethesda Game Studios Austin | Battlecry
Phoenix Labs | Project Bismuth
- Lead the design for all combat features on a cross-platform, multiplayer 3rd person action roguelite (PvPvE)
- Work with Creative Director to define core combat experience
- Collaborate with key stakeholders across departments on all combat initiatives
- Responsible for prototyping all combat gameplay mechanics and taking them to ship quality
- Design and script a wide range of features in Unreal 5, including: abilities, weapons, roguelite powers, movement mechanics, projectile behaviors, hit reactions, aiming modes, and target acquisition
- Design weapon customization system that lets players customize their combat experience
- Work with animators to establish desired character animation timings, as well as design and implement a modular system for playing dynamically scalable character ability animations
- Responsible for creating all combat-related player feedback (camera shakes, controller rumble, etc.)
- Establish design implementation practices, and build quality of life features that facilitate easier, more consistent ability scripting across the Combat Team
Principal Combat Designer Jan 2021 - Jul 2023
ProbablyMonsters | Unannounced Title
- De facto Lead Combat Designer leading the design, implementation, and tuning for all character and combat features on a AAA 3rd person action-adventure title
- Work with Creative Director to author GDD and define core game experience - including how the game's foundational survival elements synergize with player combat and moment-to-moment gameplay
- Collaborate with key stakeholders across departments on all combat initiatives
- Responsible for prototyping all character gameplay mechanics and taking them to ship quality
- Design and/or script a wide range of features in Unreal 5, including: core combat systems, player abilities, movement mechanics, item enchantment system, player camera system, AI combatant behaviors, and player physiology systems (health, stamina, temperature, etc.)
- Worked with engineers and Lead Animator to develop a versatile system for applying dynamic, scalable root motion to character animations
- Work with animators to establish desired character animation timings, anticipation, etc.
- Responsible for creating and/or designing any combat-related player feedback (camera shakes, controller rumble, screen effects, UI messaging, etc.)
Senior Combat Designer Jan 2017 - Dec 2020
Final Strike Games (EA) | Rocket Arena
- Lead the design, implementation, and tuning for all characters and combat features
- Directly responsible for prototyping characters and taking them all the way to ship quality
- Work collaboratively across departments to develop characters and all other combat initiatives
- Manage the Combat Team and mentor other gameplay designers
- Design and/or script a wide range of features in Unreal 4, including: core combat systems, character abilities, movement mechanics, numerous gameplay items, progression-based character skill upgrades, 1P & 3P camera systems, and player HUD functionality
- Responsible for creating and/or designing any combat-related player feedback (camera shakes, controller rumble, screen effects, UI messaging, etc.)
Multiplayer Designer Sept 2015 - Dec 2016
Bethesda Game Studios Austin | DOOM (2016)
- Designed/owned 3 multiplayer maps and 5 game modes
- Created game mode and level design pitch documents for all 3 DLC packs
- Utilized idStudio tools to block out and implement map designs
- Iterated on maps/modes based off daily internal and external studio (id Software) playtest feedback
- Worked directly with engineers to develop and iterate game modes
- Collaborated with art team on maps/modes to ensure theming supported gameplay design
- Worked with lead producer to manage project pipelines and consistently meet deadlines
- Responsible for leading daily playtests and feedback sessions
- Implemented game modes on all multiplayer maps
- Scripted networked dynamic level events
- Responsible for player collision, optimization, entity setup, and bug fixing on owned maps
- Created custom materials and fx for multiple game mode features
Associate Multiplayer Designer June 2013 - Sept 2015
Bethesda Game Studios Austin | Battlecry
- Designed/owned 3 multiplayer maps and 2 game modes
- Created game mode and level design pitch documents
- Scripted networked game mode prototypes using CryEngine’s visual scripting language
- Scripted finalized game mode features in Lua
- Used CryEngine’s tools to block out and implement map designs
- Collaborated with art team to ensure theming supported each map’s gameplay design
- Responsible for designing the Vertical Slice map shown at all major tradeshows
- Created LOD models, UV mapped, modified geometry, and fixed bugs for existing art assets
- Contributed to world building efforts by propping, lighting, and detailing maps
- Responsible for player collision, optimization, entity setup, and bug fixing on owned maps
- Implemented all game modes in owned maps
Software
Engines
- Unreal Engine 5, id Tech 6, CryEngine 3, Source, Creation Kit, Torque X
- 3DS Max, Photoshop, Illustrator, Visual Studio, Perforce, Jira, Hansoft, SVN
- Unreal Blueprints, Lua, Flow Graph (CryEngine), Hammer IO, C#
Education
The Guildhall at SMU Aug 2011 - May 2013
Plano, Texas
University of Texas Aug 2006 - Dec 2010
Austin, Texas
Plano, Texas
- Masters of Interactive Technology, specialization in Level Design
University of Texas Aug 2006 - Dec 2010
Austin, Texas
- Bachelor of Arts in Anthropology
- Bachelor of Arts in History