I was born and raised in Vancouver, BC, and relocated to Amsterdam a few years ago. I practice Muay Thai, love fighting games and competitive first-person shooters, and have been playing games of every genre for as long as I can remember. I’m a 10-year veteran of the games industry with a wide range of experience. On the technical side, I designed and scripted characters for the mobile fighting game Marvel: Contest of Champions. I’m also a self-taught programmer currently developing my own vertical shoot ’em up. If you’d like to see some code examples, I’d be happy to share. My background includes Systems Design with a focus on Live Ops, Meta, and Gameplay systems, where I also created UI/UX mockups using Miro and Figma. In addition, I have experience in Design Leadership and Product Ownership — having led a team of five designers across three projects before stepping into a Product Owner role, where I managed a cross-disciplinary team of over twenty developers.

Dylan Matthews

I was born and raised in Vancouver, BC, and relocated to Amsterdam a few years ago. I practice Muay Thai, love fighting games and competitive first-person shooters, and have been playing games of every genre for as long as I can remember. I’m a 10-year veteran of the games industry with a wide range of experience. On the technical side, I designed and scripted characters for the mobile fighting game Marvel: Contest of Champions. I’m also a self-taught programmer currently developing my own vertical shoot ’em up. If you’d like to see some code examples, I’d be happy to share. My background includes Systems Design with a focus on Live Ops, Meta, and Gameplay systems, where I also created UI/UX mockups using Miro and Figma. In addition, I have experience in Design Leadership and Product Ownership — having led a team of five designers across three projects before stepping into a Product Owner role, where I managed a cross-disciplinary team of over twenty developers.

Available to hire

I was born and raised in Vancouver, BC, and relocated to Amsterdam a few years ago. I practice Muay Thai, love fighting games and competitive first-person shooters, and have been playing games of every genre for as long as I can remember.

I’m a 10-year veteran of the games industry with a wide range of experience. On the technical side, I designed and scripted characters for the mobile fighting game Marvel: Contest of Champions. I’m also a self-taught programmer currently developing my own vertical shoot ’em up. If you’d like to see some code examples, I’d be happy to share.

My background includes Systems Design with a focus on Live Ops, Meta, and Gameplay systems, where I also created UI/UX mockups using Miro and Figma. In addition, I have experience in Design Leadership and Product Ownership — having led a team of five designers across three projects before stepping into a Product Owner role, where I managed a cross-disciplinary team of over twenty developers.

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Experience Level

Expert
Expert
Expert
Expert
Expert

Language

English
Fluent

Work Experience

QA – Capcom & United Front Games
December 31, 2017 - December 31, 2017
Supported AAA projects (Dead Rising 4, Puzzle Fighter, Disney Infinity, Sleeping Dogs).
Game Designer at Capcom Vancouver
September 30, 2018 - September 30, 2018
Built a power-budgeting system for fast character balancing. Designed monetization offers, AI behaviors, and unique character abilities.
RPG Designer at Kabam
October 1, 2022 - October 1, 2022
Designed & scripted 40+ Marvel characters, bosses, and fight modifiers. Collaborated with art teams to align abilities with visuals and VFX. Presented data-driven meta analyses to inform balance and design direction.
QA (Design-Support) at Guerrilla Games
April 30, 2022 - April 30, 2022
Combat balance testing, test script development, and external QA coordination.
Senior Game Designer at ChimpWorks
November 30, 2023 - November 30, 2023
Designed and balanced Economy, Monetization, LiveOps, and Social Systems. Led feature development from concept to launch; created dozens of levels. Established a prototyping process for new gameplay systems and mechanics.
Lead Game Designer at ChimpWorks
June 30, 2024 - June 30, 2024
Mentored 5 designers across 3 projects in various stages of development. Established KPIs, player profiles, and game pillars to guide design decisions. Improved design processes, accelerating development speed and quality.
Creative Producer at ChimpWorks
August 31, 2025 - August 31, 2025
Rider 1 • Increased revenue by 200% by shifting Rider 1 from Hyper-Casual to Hybrid-Casual. Directed project vision, strategy, and execution for a cross-disciplinary team of 15+. Implemented Scrum & Kanban workflows, delivering monthly feature updates on schedule. Analyzed live data in Tableau/Game Analytics to identify and prioritize growth opportunities.

Education

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Qualifications

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Industry Experience

Gaming, Software & Internet, Media & Entertainment
    paper Marvel Contest of Champions

    As a Champion Designer, I designed and implemented multiple characters, boss fights, and in-game modifiers using in-house scripting tools. Fully owned all stages of a champions development from early ideation to implementation and post launch data analysis.

    paper Marvel Contest of Champions:

    As a Champion Designer, I designed and implemented multiple characters, boss fights, and in-game modifiers using in-house scripting tools. Fully owned all stages of a champions development from early ideation to implementation and post launch data analysis.

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