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Matt Danuser-Grant

Principal Game Designer

I design the systems that bring players back. Over a decade in mobile F2P, across Marvel Strike Force, Star Wars: Galaxy of Heroes, Disney Sorcerer's Arena, owning character and combat design on titles with hundreds of millions of installs.

What I'm solving for is feel: the kit that finally clicks, the event that pulls someone back after weeks away, the character who becomes a player's favorite. I reach for systems because that's how you build feel at scale.

Independent, AI-Native Design & Engineering
Aug 2025 – Present
mattdanusergrant.com  ·  Conductive (personal OS)  ·  12-repo portfolio
  • Design and ship original games, apps, and creative-coding tools at mattdanusergrant.com: vanilla JS + Canvas, no build step, continuously deployed on GitHub Pages.
  • Built Conductive, a multi-agent personal operating system on a Markdown knowledge graph, directing AI (Claude Code) as an engineering team across a 12-repo portfolio.
  • Shipped full-stack products solo, a live team-scheduling app and an invite-only artist portal, on serverless Postgres (Neon / Supabase) with row-level-security auth and no dedicated servers.
  • Advise founders and designers on AI-native build workflows and game systems design.
Quadrant4 AI, Head of Game Design
Apr 2025 – Aug 2025
Casual rewards & loyalty games  ·  crafting-driven
  • Led game design as the studio's design lead: set the vision, core loops, and player experience from the ground up.
  • Built crafting as the core engagement loop: progression, collection, and reward systems that turned everyday shopping into play.
  • Prototyped and iterated new concepts fast with founders and engineering at an early-stage AI studio.
Scopely, Principal Game Designer
Aug 2021 – Jan 2025
Marvel Strike Force  ·  $300M+ lifetime revenue  ·  200+ character roster
  • Owned and built the BattleWorld boss system: designed cooperative boss encounters end-to-end, from mechanics and phase structure to difficulty tuning for groups arriving with wildly different rosters.
  • Owned character and combat design for one of mobile's top-grossing live games, shipping new playable characters on a monthly cadence.
  • Designed kits, abilities, and combat systems balanced for both PvE and competitive PvP play.
  • Mentored and gave design direction to other designers, raising the bar on kit quality and design consistency across the team.
  • Partnered across production, engineering, and live ops to land content that drove player engagement and retention.
Glu Mobile, Sr. Game Designer
Mar 2020 – Aug 2021
Disney Sorcerer's Arena  ·  $22M+ in launch-quarter bookings
  • Designed characters and combat systems for a Disney/Pixar collectible RPG.
  • Translated beloved Disney and Pixar characters into distinct, satisfying kits across an expanding PvE and PvP roster.
  • Tuned combat balance for both newcomer accessibility and competitive depth.
MZ (Machine Zone), Sr. Game Designer
Jun 2019 – Feb 2020
Crystalborne: Heroes of Fate
  • Designed combat systems, hero kits, and progression balance for a story-driven mobile RPG.
Behaviour Interactive, Lead Game Designer
2018 – 2019
Game of Thrones: Beyond the Wall
  • Led system design across a Game of Thrones mobile RPG: world map, crafting, castle upgrades, and the core progression loops that structured the player journey.
Electronic Arts (Capital Games), Sr. Game Designer
2016 – 2018
Star Wars: Galaxy of Heroes  ·  $2B+ lifetime player spending
  • Designed character kits, abilities, and combat systems for the most successful Star Wars mobile title ever made.
  • Built faction-based team synergies and encounters spanning PvE campaigns, raids, and competitive PvP modes.
  • Contributed to a deep, expanding roster of iconic Star Wars characters, balanced across daily, weekly, and event-driven live ops cadence.
Gazillion Entertainment, Game Designer
2012 – 2015
Super Hero Squad Online
  • Owned character design for a free-to-play Marvel MMO: shipping 2–3 new heroes monthly and continuously rebalancing a 180+ character roster.
  • Partnered across a small, multi-disciplinary team to overhaul the game economy for a major release.
Cryptic Studios, Combat Designer
2008 – 2012
Champions Online
  • Owned PvE and PvP balance across 26 power frameworks, authoring hundreds of powers in the in-house scripting engine.
  • Designed and shipped 2 new player classes from scratch, and helped move the game from subscription to free-to-play.
Namco Bandai Games America, QA
2007 – 2008
Soul Calibur Legends · Namco Museum Remix · Digimon World Dusk / Dawn
Konami, QA Lead
2006 – 2007
Super Contra · TMNT Arcade · DDR Universe · Karaoke Revolution / American Idol · Xiaolin Showdown · Death Jr. 2 · Winx Club
Electronic Arts, QA
2005 – 2006
The Godfather · Mass Effect