Midnight Society Application – Matthew McCord

Gameplay Designer // Senior UX/UI Designer // Senior Player Investment Designer // Level Designer

As part of my Midnight Society job application, I spent a few hours making this simple HUD UI to prove that I have some creativity and rapid prototyping abilities. It would have taken me a bit longer to build a functional demo in UE5, so I recorded some weapon animations with airsoft guns and a green screen, then I added the HUD overlays. One idea is to have separate “health bars” for the player’s helmet and body armor which can be repaired with the right resources. Another idea is a graphical ammo display where bullets are represented by dots instead of numbers.

When it comes to creative thinking, design, and collaborative innovation, I am among the best of the best.

I’m a passionate gamer, engineer, inventor, and 2x entrepreneur with a ton of knowledge and experience across many different industries and roles. From about 1996 to 2006, I played hundreds of games, including almost every FPS title released during that period. I learned all the game systems and combinations of systems that made each game different and defined it’s brand. After 2006, I had less time to play games so I focused more on my favorite games. I pay extreme attention to details and I never miss a deadline, even if it means putting in crazy hours. I’m an Agile black belt with experience running daily scrum meetings and weekly sprint meetings for engineering teams and executive leadership teams. I’ve helped raise over $20M from angel investors and VC firms for other projects. I will definitely be using my hardware and LED expertise to build a functional VisorCortex helmet just for fun. Here is a link to my resume and a portfolio of some software and hardware products that I created.

I just recently became available for full time work and I am interested in several of the open positions that are posted with my first choice being Gameplay Designer, then Senior UX/UI Designer, Senior Player Investment Designer, and Level Designer.

Gameplay Designer

I have been envisioning better gameplay mechanics and systems for over 20 years. I can generate an endless supply of new ideas, and I’m sure everyone else at Midnight Society can too, but what makes me a good game designer is that I can connect ideas together to make new systems that are fun and engaging. I have experience with UE5, 3D modeling, game modding, level design, and progression systems. I can become proficient in new software tools extremely fast. I’ve trained with real special forces operators and can advise on weapon handling, attachments, and modifications. As an engineer, I would also bring deep mechanical and electrical knowledge to the design of futuristic weapons and equipment. I have spent countless hours thinking about ways to make FPS games more fun and immersive and would love to exchange ideas.

My favorite weapon in Halo is the battle rifle because it’s versatile with a viable TTK up close and at range. But there’s nothing quite like a sniper headshot or a rocket multikill.

Senior UX/UI Designer

I have 18 years of experience designing user interfaces for websites, apps, and games. I’ve hired some of the world’s top ID/UX agencies including Ammunition Group. Working closely with them has helped me understand how people behave and how to optimize UI elements to create the most intuitive and enjoyable user experiences. Some of my UX/UI work can be seen in my products portfolio.

Senior Player Investment Designer

I studied and learned the world’s leading framework for gamification based on behavioral science. I hired The Octalysis Group to work on an app at one of my companies and now I know their process which can be applied to create positive and rewarding progression systems.

Level Designer

I’ve built dozens of fun multiplayer maps for Half-Life and Counter-Strike using Worldcraft (aka Hammer). I love playing through many iterations of a map designs as they get better with each revision.

I believe that Midnight Society is poised to be one of the most influential game studios of the next decade and it would be a dream come true for me to be a part of it. Looking forward to speaking with you soon!

Old Game Design Sketches

I drew a bunch of sketches like this 20 years ago when I was 15 because I wanted to play a game with features like ADS, weapon progression, attachments, mods, gestures, pings, communication systems, etc. These features did not exist in first person shooters at the time but many of them eventually became the gold standard due to superb execution in games like Modern Warfare.