Matt Molloy

Matt Molloy

Project Design Director

Senior game designer with 12+ years building AAA gameplay systems. Specializing in combat design, systems architecture, economy design, and leading cross-disciplinary design teams from concept through live service.

Matt Molloy

Project Design Director

Midnight Forge StudiosSeattle, WA

2020Present

Led end-to-end design direction for an open-world action-RPG with a team of 14 designers. Owned design pillars, systems architecture, and player experience strategy from pre-production through live service operations.

Systems DesignTeam LeadershipUX StrategyCombat DesignLive ServiceUnreal Engine 5
  • Defined and enforced design pillars across all game systems including combat, progression, economy, and narrative
  • Managed a cross-disciplinary design team of 14, including senior designers, combat specialists, and UX leads
  • Collaborated with Art, Engineering, and Production to align creative vision with technical and schedule constraints
  • Established design review cadence and documentation standards that reduced iteration cycles by 30%
  • Shipped title to critical acclaim (87 Metacritic) with 4.2M units sold in first quarter

Senior Systems Designer

Orbital GamesAustin, TX

20162020

Designed and iterated on core gameplay systems for a tactical FPS with over 8M registered players. Specialized in combat feel, ability design, and competitive balance across ranked and casual modes.

Combat DesignSystems DesignBalancingUnreal Engine 4Analytics-Driven Design
  • Owned combat design for 3 major title updates, each adding new mechanics, weapons, and ability interactions
  • Built and maintained a comprehensive balance spreadsheet model tracking DPS, TTK, and engagement metrics
  • Partnered with the data team to instrument telemetry for player behavior analysis, informing weekly tuning passes
  • Mentored 3 junior designers through structured feedback sessions and design documentation workshops
  • Co-designed the ranked matchmaking experience overhaul, increasing player retention by 22%

Game Designer

Vertex InteractiveLos Angeles, CA

20132016

Designed core gameplay loops, level archetypes, and progression systems for two mid-scope action titles. Contributed across combat, encounter design, and onboarding UX.

Level DesignEncounter DesignGame FeelUnityPrototyping
  • Designed and implemented 18 combat encounters across two shipped titles
  • Prototyped experimental gameplay mechanics using Unity scripting and rapid paper prototyping
  • Contributed to UX flow and tutorial design, reducing new player drop-off rate by 17% in user testing
  • Created comprehensive GDD sections including camera systems, control schemes, and accessibility options

Archbishop Grimshaw College

19931995

Mathematics | Physics | Chemistry A-Levels