Hello! My name is

Matthew Bianchi.

AKA "GENERAL MORT"

Game Designer

Product Manager

Player Advocate

Crypto Enthusiast

Golf Fanatic

Highly creative and ambitious designer specializing in game design, product management, user experience, & product marketing. Passionate about blockchain, gaming, and esports.  Enjoy nurturing growth through innovative product initiatives and creative storytelling. 

View Resume

Experience

Lead Game Designer

January 2025 - April 2025

Darkbright Studios

I joined Darkbright to help lay the foundation for a cozy, Web3, dungeon crawler still in its early stages. My focus was on building the game’s tactile core—from movement feel to long-term platform engagement.

Highlights:

  • Designed and implemented a responsive player movement system that emphasized fluid traversal and combat readability.

  • Led a team of 3 designers through prototyping, iteration, and documentation of gameplay systems.

  • Facilitated alpha playtests with 2,500+ players to test core loops and capture feedback.

  • Concepted a token-based UGC system to empower creator communities and unlock ecosystem growth.

  • Rebuilt the internal design pipeline, enabling faster iteration and clearer cross-team collaboration.

At Darkbright, I sharpened my ability to translate high-level design principles into systems that feel intuitive, expressive, and joyful to play.

Game System Design

Controls & Combat Tuning

Team Leadership

UGC Economy Design

Senior Product Manager

Sr. Product Manager

Sr. Product Manager

July 2023 - November 2023

Manticore Games

At Manticore, I focused on systems that would support long-term engagement in a creator-powered MMORPG. I worked cross-functionally to define foundational elements like player housing, UGC hooks, and notification infrastructure.

Highlights:

  • Designed systems for MMO-style player housing and asset ownership tied to UGC.

  • Planned an in-game notification system with scalable UX and rules-driven delivery.

  • Ran competitive analysis on genre-defining platforms to inform feature prioritization.

  • Partnered with engineers and designers to test builds, review systems, and identify usability gaps.

  • Ensured systems stayed aligned with player experience pillars and platform goals.

This role pushed me to think deeply about product and system design to ensure we met the needs of the players and the business.

Product & Platform Design

Game System Design

Market Research

Product Lead, Player Engagement

April 2021 - July 2023

UplandMe

I led the charge on Upland’s live operations and onboarding systems during a pivotal period of growth. With a $50M player marketplace and over 2 million users, every change had weight—and real economic impact.

Highlights:

  • Designed and launched a new onboarding experience that increased signup-to-payer conversion by 90%.

  • Scaled the player base to 500K MAU through reward-driven live ops.

  • Expanded and balanced the Treasure Hunt system to boost feature usage by 80%.

  • Directed platform-wide communication, increasing site traffic by 3000% through better messaging strategy.

  • Managed a team of 4 product coordinators executing events, sales, and seasonal content.

Upland taught me how to balance design intuition with data—and how to build systems players will actually come back for.

Live Operations

Economy Tuning

Onboarding UX

Player Retention

Strategic Communications

Senior Marketing Manager

Sr. Marketing Manager

Sr. Marketing Manager

June 2019 - June 2020

PoQ / ScrimToWin


As one of the earliest hires, I helped build a blockchain-based esports platform from scratch—growing the community, designing the UX, and building partnerships that fueled our first 100K users.

Highlights:

  • Acquired 100K users and 5K+ Discord members for <$0.50 per user.

  • Managed influencer marketing and strategic partnerships with 150+ creators.

  • Produced a Twitch charity streamathon with 20K+ live viewers.

  • Owned social, web, and community content strategy across all channels.

This role gave me first-hand experience launching something from zero—and how to scale responsibly with culture and clarity.

Community Building

UI/UX Design

Influencer Marketing

Growth Strategy

Owner

December 2017 - February 2019

Cryptovein

I founded and operated an Ethereum mining warehouse during the PoW boom. This was my first foray into the crypto world, and the first test of my entrepreneurial spirit, where learned first-hand the responsibility and weight of operating a business.

Highlights:

  • Raised $100K via client leasing agreements to fund operations.

  • Managed uptime across 30+ hand-built mining rigs that were designed to optimize airflow.

  • Handled all customer support, payouts, and operational finances.

This experience taught me how to move fast, capitalize, and stay grounded—especially when markets get wild.

Business Operations

Client Management

Budgeting

Spec: Player Movement & Control Scheme

This spec was created to define and refine responsive player movement for a top-down action game, ensuring a modern, polished feel across all control inputs. It served as a foundational guide for aligning design, engineering, and animation teams.

Problem Space:

The current control scheme feels a bit clunky and lacks clear visual communication to players about game navigation and control functionality. We need to improve the overall feel and clarity of the control system while maintaining familiarity.

Solution Summary:

Update the control scheme with improved key bindings, enhanced UI elements, and clearer visual presentation while keeping core mechanics intact.

Design Goals:

  1. Improved Navigation Feel: Create a more intuitive and smooth control experience for players

  2. Enhanced Visual Clarity: Better communicate control options and feedback through UI improvements

High-Level User Stories

  1. As a player, I want clear visual feedback for my actions so I can make quick decisions based on the controls available to me.

  2. As a player, I want intuitive controls for tools and actions so I can focus on gameplay without distraction.

Detailed Requirements:

  1. Basic Movement: Players can move in all directions using the WASD keys.

    1. Movespeed: Determines how quickly the player travels while moving.

      1. Players will have a base movespeed of [1.0]

  2. Sprint: Players can press and hold Shift to temporarily increase their movement speed.

    1. Speed Boost: Players will receive a temporary speed boost while Sprint is active.

      1. Sprint will increase the player’s base movespeed by [50%]

    2. Players can Sprint indefinitely, so long as they are not “In Combat.”

    3. Stamina: If the player is “in Combat,” sprint is subject to a Stamina resource cost which depletes while the player is actively sprinting.

      1. Players will have a maximum Stamina of [100]

      2. While sprint is active, Stamina will deplete at a rate of [25 Stamina per Second]

      3. While the player is not sprinting, Stamina will regenerate passively at a rate of [30 Stamina per Second]

      4. Stamina Bar: Players can track their Stamina via an indicator that will appear near their Character model.

  3. Dodge Roll: Players can dodge roll in the direction of their movement by pressing Spacebar

    1. Stamina Cost: The Dodge Roll ability will be subject to a Stamina cost.

      1. By default, executing a Dodge Roll will cost [50 Stamina]

      2. Unlike Sprint, Dodge Roll is always subject to a Stamina cost.

      3. Dodge Roll Button: Players can view additional details about Dodge’s resource cost and functionality via a button displayed near the Action Bar.

    2. Animation Cancel: Players can cancel the animation of their current Attack by executing a Dodge Roll before the animation completes.

      1. If an attack animation is canceled, the target should not take damage.

    3. Invincibility Frames: Players will receive [3 frames] of invulnerability when they execute a Dodge Roll.

    4. Players cannot Dodge Roll while they are stunned.

    5. Players can Dodge Roll while sprinting; provided they have enough Stamina.

  4. Character Aim: Players can aim their character in any direction using the Mouse cursor.

    1. Characters will always face the direction of the cursor.

    2. Players will see an arrow indicator underneath the character model that clearly displays which direction the character is facing.

    3. Players can move in any direction independent of where the cursor is aiming.

      1. I.E. Players can move left while looking to the right.

  5. Interact: Players can interact with their environment (NPCs, Objects, etc.) by pressing F

    1. When a player is near an interactive element, an “interact” overlay will be displayed.

      1. Note: The context menu should no longer be automatically surfaced when a player approaches. This will require input from the player.

    2. After pressing the “interact” button, the context menu for that element will be displayed, and the player can make a selection

      1. Players can make a selection with either their Mouse or by using the associated keybind (I.E. 1-3 if there are 3 menu options)

Combat Design

Control Scheme

Spec

Brief: Combat Exploration

This brief is an early exploration of combat design for a personal project. It draws inspiration from combat systems in titles like WoW and GW2, adapted to attempt a more modern, fluid, and dynamic gameplay experience in the MOBA genre.

Overview:

Deity Arena will feature third-person RPG-style combat using both aim-based and targeting-based combat mechanics. The goal is to create responsive, skill-based combat enhanced with strategic decision-making through creative timing, spatial awareness, and resource management. These core principles will be supported by diverse character load-outs and playstyles.

Design Goals:

  1. Responsiveness and Clarity: Combat should be highly responsive and visually clear. Players should be able to recognize and react to their environment easily.

  2. Engaging Gameplay: To create an engaging experience that promotes high skill expression, players will have a diverse set of abilities in addition to basic attacks and dodge mechanics.

  3. Positioning & Timing: Players should be rewarded for proper positioning and timing in battle to create opportunities and advantages against opponents.

  4. Playstyle Diversity: The base range of combat types will include ranged, melee, and magic-based combat. Each type will be supported by a diverse set of abilities that cater to different playstyles.

  5. Fluid Targeting & Camera Controls: The camera and targeting systems will operate independently, challenging players to skillfully manage their focus during combat.

High-Level Requirements:

  1. Player Movement: Fluid WASD movement that allows mid-air control. Moving the character does not move the camera.

  2. Hybrid Tab Targeting & Action Combat: A hybrid targeting system that includes targeted attacks, aoe/ground targeting, and skill shots.

    1. It should be designed to feel intuitive yet deep, allowing for a high level of skill expression.

  3. Basic Attacks: All classes will have either a melee or ranged basic attack.

    1. Basic attacks require input from the player and will automatically attack their selected target, so long as they are both facing the target and within range of their basic attack.

  4. Abilities: Players will have access to six active class abilities and two deity-specific (racial) abilities. There will be a mix of aoe/ground targeting abilities and target-based abilities.

    1. Ground Targeting

    2. Tab Targeting

    3. Directional Targeting

  5. Hit Points: All characters will have hit points determining how much damage they can take before death.

  6. Armor: All characters will have a baseline armor value that will mitigate physical damage received by the enemy.

  7. Magic Resistance: All characters will have a baseline Magic Resistance value that will mitigate magic damage received by the enemy.

  8. Ability Resources: Players will be subject to resource costs for using abilities. Each class’s casting resource may differ (i.e., mana, rage, energy).

  9. Dodge: All players have a dodge ability that grants their character invincibility frames. This will be subject to a resource cost or have a fixed cooldown.

  10. Keybinds: Players will use number keys (1-5) in addition to other keys; the goal should be around 10 keybinds total.

    1. Tentative list: 1 2 3 4 5 Q E R F V

  11. Camera Control: Players can operate the camera using their mouse.

    1. Holding left-click will move the camera independently from their character while holding right-click will steer their character along with the camera.

  12. Quick Cast & Range Indicators: Players should be able to bind keys that allow them to gauge their range with any ability or attack.

Combat Design

Brief

Projects

Upland Onboarding Overhaul

Objective: Upland’s original onboarding flow was underperforming—new users were often confused by the platform’s core mechanics, leading to low conversion and retention. We needed a more engaging, tactile first-time experience that could teach, excite, and convert.

My Role

As Product Lead for Player Engagement, I spearheaded the end-to-end overhaul of the onboarding journey:

  • Audited the legacy FTUE and player drop-off points using behavioral analytics.

  • Worked cross-functionally to define key onboarding goals and learning moments.

  • Designed UI/UX mockups and wrote all in-game copy to ensure clarity and cohesion.

  • Oversaw implementation, testing, and iteration based on player feedback.

Outcomes
  • Introduced a Mission System that guided users through core actions like claiming land, earning UPX, and exploring the map.

  • Built a Tutorial System for prospective users using dynamic UI cues and inline education to minimize friction and confusion.

  • Resulted in a +90% increase in signup and payer conversions.

Diablo.Trade Marketplace Re-Design

Overview: Diablo.Trade is a community-driven marketplace I redesigned to help Diablo 4 players trade items quickly, safely, and efficiently. I led product design, UI/UX, and spec development to streamline auction mechanics and optimize the user-experience.

Some Stuff a Few Really Nice People Said About Me…

“Matt has that rare ability to balance strategic thinking with tactical execution. Whether it was designing new game modes, orchestrating LiveOps, or leading comms, he approached every challenge with clarity, creativity, and ownership.”

David Paskett

Uplandme | Head of Community

David Paskett

“Matt combines strategic vision with attention to detail, ensuring successful project launches that evolve with user feedback. His ability to bridge teams across engineering, design, and marketing made him a key driver of Upland’s growth.”

Cheli Wolf-Kroupp

Uplandme | Former Head of Operations

Cheli Wolf-Kroupp

“Matt possesses a unique blend of strategic insight, creativity, and an unwavering commitment to delivering top-notch results. He’s a leader who motivates teams and builds meaningful connections—with both players and teammates.”

Lindsay Anne Aamodt

Uplandme | Former Head of Marketing

Lindsay Anne Aamodt

“Matt has an incredible compulsion to make things around him better. He improved communication across the entire team, dispelled uncertainty, and created a more stable and enjoyable working environment for everyone.”

“Matt was an excellent lead and exceptional designer. He supported and mentored our team while owning key systems like quests, progression, and UGC. Communicative, innovative, and always in tune with industry trends.”

“Matt was an excellent lead and exceptional designer. He supported and mentored our team while owning key systems like quests, progression, and UGC. Communicative, innovative, and always in tune with industry trends.”

Matthew Rose

Darkbright Studios | Former Game Designer

Nick Battista

“Matt has an incredible compulsion to make things around him better. He improved communication across the entire team, dispelled uncertainty, and created a more stable and enjoyable working environment for everyone.”

Darkbright Studios | Former Game Designer

Matthew Rose

“Matt was an excellent lead and exceptional designer. He supported and mentored our team while owning key systems like quests, progression, and UGC. Communicative, innovative, and always in tune with industry trends.”

Nick Battista

Darkbright Studios | Former Game Designer

Some of My Graphic Design Work…