
MATTY LANOUETTE
CONTENT DESIGNER
Systems Design
Wonder Woman
Monolith Productions
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Role: Systems Designer
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Sept 2021 - March 2025
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Firebird Engine
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Source Control: Perforce

My main focus on Wonder Woman was the Nemesis System, in particular the creation and generation of our procedurally generated characters. I worked in constant communication with our Character Art, UI, Combat, and Writing teams to define constraints within our systems that would result in unique characters, but also still foster an overall system that would allow the creation of hundreds of these characters.
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Other major systems that I owned included:
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Collectibles
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Relationship Growth
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World Progression
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NPC Progression
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Player Progression
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Economy
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Navigation
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Each system involved creating design documentation about the overall structure the feature would take. These documents included initial pitches, in-depth full designs, and then individual element deliverables when we started production to get them into the game.
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Once established, some designs were then headed by a team member whose team is directly involved to manage the implementation while I took on a feature vision-holder style of role. I'll use Navigation as an example of this. When determining what kind of UI we wanted the player to have access to for navigation around the world and during missions, I wrote up the feature doc to outline on a high level the major pieces we would need, how they would connect to each other and other features of the game, and created visual examples using quick mock-ups. After this doc had been discussed and iterated on with key stakeholders, it was approved and the implementation of the design was passed to the UI team to execute on. At that point, the leader of Navigation was the UI team while I maintained feature ownership. This allowed the UI team to work with a structure that benefited the wider gameplay experience and flex their mastery of UI elements, needs, and layouts while not having to worry about tracking down every single edge case for usage which was handled by myself.
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Below are publicly released materials for Wonder Woman.




Quest Design
Vampire the Masquerade: Bloodlines 2
Hardsuit Labs
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Role: Content Designer
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July 2019 - March 2021
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Unreal Engine 4
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Source Control: Perforce

I worked on Bloodlines 2 as a content designer for over a year, and during that time I focused on quest scripting and implementation. For many quests, I had a hand in combat encounters, quest flow, narrative implementation, and rewards tracking. I owned a few main quests and a handful of side quests where I took them from white box outlines to their completed states. I constantly went back and forth between the narrative department and engineering to make sure that the story of the quest and the characters involved were properly represented in the implementation and that we had the tech to pull off what the quest required.
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I was part of many working groups, our project's version of a strike team, where we would take a quest from its current state to shippable over the course of a sprint. During this time, I worked in a very collaborative environment with representatives from the other departments. We constantly tested the quest and I would take the feedback from within the group as well as from the studio at large and work that into the next iteration of the quest until it met our standards.
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I also led one working group on an unannounced portion of the game. I worked very closely with our narrative lead at the time to craft a unique play experience for a section of players, which includes a small quest that is only accessed in this game mode. For this group, I juggled generating the design and content that would make up this play experience that my team would then take and help me craft it into the world. This involved work from every department and had a few smaller follow-up development efforts by myself and the narrative team to help round out the experience.
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Below are publically released materials for Vampire the Masquerade: Bloodlines 2



