Combat Designer
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Matthew Wingler
Principal Combat Designer

Email: [email protected]        Phone: 1+817.319.6506       Portfolio: www.mwingler.com


Expertise

  • Combat Design
  • Unreal Engine 5
  • 3Cs Design
  • Gameplay Ability System
  • System Design
  • Scripting


Experience

Senior Combat Designer                                                                                                                                                 Aug 2023 - May 2024
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
Tools
  • 3DS Max, Photoshop, Illustrator, Visual Studio, Perforce, Jira, Hansoft, SVN​
Scripting
  • Unreal Blueprints, Lua, Flow Graph (CryEngine), Hammer IO, C#


Education

The Guildhall at SMU                                                                                                                                                     Aug 2011 - May 2013
  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​
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