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Industry Veteran CHI // 2025 // VOL.10
// Gameplay Engineer // Chicago, IL

Timothy
Matthews

I'm a gameplay engineer who has spent ten years at studios like NetherRealm, Telltale, and Hangar 13 building the systems beneath the surface — the combat logic, the AI decisions, the architecture that holds it all together. I never want to stop being hands-on with the craft.

10
Years Exp.
10+
Titles Shipped
5
Studios
Timothy Matthews
Timothy Matthews Chicago, IL
Recruiters:  Senior Gameplay Engineer — Combat Systems · Unreal Engine · C++
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C++ Unreal Engine 4 & 5 Gameplay Ability System Combat AI Actor Replication Behavior Trees 3D Math Blueprint RPCs DirectX HLSL Perforce Git
Specialty
Combat Systems & AI

From MK1's console combat AI to Mafia III's open-world perception layer — I build both the fight framework and the enemy brain. Move sets, GAS pipelines, behavior trees, and hit detection owned end-to-end across AAA and mobile.

Combat AIGameplay Ability SystemBehavior TreesHit Detection
Engine
Unreal & Unity

Deep UE4 and UE5 expertise in C++ and Blueprint — character modular systems, Gameplay Ability System architecture, and designer-facing tooling across multiple shipped titles. Also shipped Unity-based mobile titles at Crowdstar / Glu.

UE4 & UE5UnityC++BlueprintGameplay Ability System
Systems
Live-Ops & Mobile

Shipped and maintained MK Mobile and Injustice 2 Mobile simultaneously in live production — new fatalities, moves, buffs, debuffs, and tournament infrastructure delivered continuously without downtime.

Live OpsMobileTournament SystemsUE4
// Get In Touch
Let's Build Something Great
Shipped Titles Career Games & Projects Console Mobile PC AAA Live Ops 2015 – 2025
02
// Chapter 02  —  Shipped Titles
A Decade of
Shipped Titles.

From AAA console combat to live-ops mobile and AI-driven autoplay — every title on this page is something I shipped, not something I watched. Ten years of production-proven systems across five studios.

🎮Add MK1 screenshot
Mortal Kombat 1
Senior Gameplay Engineer — Combat AI

Shipped base game and DLC on a 50+ person team. Owned combat AI systems end-to-end in Unreal Engine 5 for console platforms.

UE5C++Combat AIConsoleDLC
🎮Add MK: Onslaught screenshot
MK: Onslaught
Combat & Gameplay Lead

Sole combat engineer on a 4–6 person team. Fully autoplay/AI-driven mobile RPG. Designed a custom Blueprint targeting rules engine.

UE4BlueprintGASAIMobile
🎮Add MK Mobile screenshot
Mortal Kombat Mobile
Gameplay Engineer — Live Ops

New fatalities, move sets, combos, buffs and debuffs, and tournament systems in a live-ops environment — C++ and data-driven GAS pipeline.

UE4C++GASLive Ops
🎮Add Injustice 2 screenshot
Injustice 2 Mobile
Gameplay Engineer — Live Ops

Extended hero abilities, move data, buffs, debuffs, and tournament infrastructure. Reused the modular GAS architecture built across NetherRealm mobile titles.

UE4GASLive OpsMobile
🎮Add Mafia III screenshot
Mafia III DLC
Associate Engineer — Open World AI

Built the AI Controller as a central perception layer for world events. Rule-based predictive planning in C++ with extended behavior trees.

C++Behavior TreesOpen World AI
🎮Add Batman Telltale screenshot
Batman: Telltale Series
Gameplay Programmer — Combat & AI

Combat and AI systems in a fast-paced episodic pipeline across PC, console, and mobile alongside multiple simultaneous titles.

CombatAIMultiplatform
🎮Add Minecraft Story Mode screenshot
Minecraft: Story Mode S2
Gameplay Programmer — Episodes 4 & 5

Shipped two full episodes across PC, PS4, and mobile with tight delivery cadence and cross-platform requirements.

MultiplatformPCPS4Mobile
🎮Add Design Home screenshot
Design Home
Software Engineer — Gameplay & Tools

Deep Unity UI architecture, memory-saving compression, custom touch layer detection, HLSL shaders, and C++ localization tooling for a top-grossing mobile title.

UnityC#HLSLToolsMobile
// Want to work together?
Let's build something great
Profile About Timothy Matthews Ten Years Chicago, IL Industry Veteran Combat Systems Unreal Engine
Ten Years in the Trenches
A career built on combat systems, shipped titles, and deep Unreal Engine expertise across AAA and mobile platforms.

Timothy Matthews is a gameplay engineer based in Chicago, Illinois, with over ten years of professional experience building the systems that make games feel alive. His career spans some of the most demanding development environments in the industry — from the high-polish combat of Mortal Kombat 1 at NetherRealm Studios to the breakneck episodic pipeline of Telltale Games.

Timothy's deepest expertise lies in combat. He has designed and engineered fight systems across console, mobile, and prototype platforms — including AI-driven autoplay combat for MK: Onslaught, where he served as the sole combat and gameplay engineer on a lean team. He architected modular Gameplay Ability System pipelines reused across multiple NetherRealm titles, and mentored engineers on Unreal Engine architecture throughout.

Before NetherRealm, Timothy contributed open world AI systems to Mafia III DLC at Hangar 13, building the AI Controller as a central perception layer for world events. He served on Telltale's gameplay team across Batman and Minecraft: Story Mode, delivering multiplatform episodic titles at a demanding cadence.

He is growing toward a principal or lead engineering role — staying hands-on with combat systems while taking on greater architectural ownership, mentoring, and technical direction.

Focus
Combat Systems & AI Architecture
Location
Chicago, Illinois
Specialty
Combat Systems & AI Architecture
Education
B.S. Computer Science — U of Houston–Victoria
// Ready to collaborate?
See my Games or get in touch
Get in Touch Hire Timothy Chicago, IL Gameplay Engineer 10 Years NetherRealm Telltale
// Ready to Ship Something Great?
Let's Talk

Ten years building combat systems and gameplay architecture at studios including NetherRealm, Telltale, and Hangar 13 / 2K. Reach out directly.

Specialty
Combat Systems · AI Architecture · Unreal Engine
Platforms
Console · PC · Mobile · Live Ops
// Get In Touch
Combat-focused. Architecture-driven.
Team-oriented.