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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.
8+
Projects
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, Gameplay Ability System 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
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