Mattia Monticelli

Senior Game Designer @ Cloud Imperium Games

Manchester, England, United Kingdom

About

Hello! I'm Mattia, and I'm a Senior Game Designer based in Manchester specialising in design and balancing of complex gameplay systems, and live-service. I have 4+ years of experience across AA and AAA productions, from shipping multi-platform titles through traditional pipelines to owning live systems for a game with 100k–200k monthly active players. My core skill is designing systems with many moving parts and tuning them until they feel perfect, whether that's designing a new gameplay system from scratch, leading a full conversion under deadlines, or balancing progression for a premium release. I've worked across proprietary engines, Unreal Engine 5, and live-service environments. I'm comfortable at every stage of the design cycle: from initial concept and implementation through to iterative tuning and post-launch support, covering a big set of entities and parameters for large-scale game systems.

Experience

  • Cloud Imperium Games (On-site)
    • Senior Game Designer
      Apr 2026 - Present · 4 mos

      Working on Vehicle Gameplay Design Systems, Tuning, Flight and Combat Balancing for Star Citizen and Squadron 42.

    • Game Designer III
      Sep 2024 - Apr 2026 · 1 yr 8 mos

      Working on Vehicle Gameplay Design Systems, Tuning and Balancing for Star Citizen and Squadron 42. - Owner of vehicle balance and tuning across the entire STAR CITIZEN fleet with 150+ ships and ground vehicles, serving a live alpha with 100k–200k monthly active players - Responsible for defining performance profiles for every new vehicle release, translating technical parameters into cohesive feel, identity, and game-fit across flight, ground, and capital-scale vehicles - Redesigned missile and torpedo targeting gameplay design and parameter tuning within existing tech, shipped across a multi-patch rollout - Authored and iterated on flight turbulence as a new gameplay feature, owning the design definition and tuning pass through to release - Delivered a large-scale systemic balance pass introducing physical mass per thruster component across 150+ ships, a regression-sensitive work executed without breaking existing fleet balance - Maintained consistent output across monthly live patch cycles, owning vehicle release QA support, data population, and sign-off - Worked cross-discipline with engineering, art, content design and directors and data/game-experience teams using StarEngine internal tooling, XML data editing, and Excel-based balancing workflows

    • Game Designer II
      Sep 2023 - Sep 2024 · 1 yr 1 mo

      Working on Vehicle Gameplay Design Systems, Tuning and Balancing for Star Citizen and Squadron 42. - Full fleet conversion for Master Modes, a fundamental redesign of Star Citizen's flight model, requiring retuning 130+ ships to fit a new gameplay system within a single patch cycle under deadline pressure - Defined the handling and performance profile for the Hoverbike vehicle class, establishing the design baseline for an entire vehicle category, covering physics feel, balance, and release across multiple variants - Delivered iterative spaceship and weapons balance passes across multiple patches, maintaining consistency and combat feel across a diverse fleet - Maintained release cadence across new vehicles and variants, owning tuning, data population, and release support through internal tooling and XML pipelines

  • RaceWard Studio (Milan, Lombardy, Italy)
    • Junior Game Designer
      Feb 2022 - Aug 2023 · 1 yr 7 mos

      During my time in the company I've worked as a Vehicle & Physics Designer for TT Isle of Man - Ride on the Edge 3, creating immersive an motorbike physics simulation. My main contribution to the project consisted in: - Shaping and fine-tuning the intricate Vehicle Handling simulation experience on our proprietary game engine. - Contributing to the implementation and tuning of AI opponents. - Crafting and balancing the economy progression of vehicle upgrades for each motorbike in the game.

    • Junior Game Designer
      Nov 2021 - Feb 2022 · 4 mos

  • Junior Game Designer at Nacon Studio Milan
    Feb 2022 - Aug 2023 · 1 yr 7 mos

    During my time at Nacon Studio Milan, I worked as a Vehicle & Weapon Designer for Terminator: Survivors My main contribution to the project consisted in: - Designing the entire Vehicle experience and gameplay from scratch. - Developing the Vehicle physics behaviors and handling functionality using the Unreal Engine 5 - Chaos physics system. - Implementing and fine-tuning various FPS combat-related systems for in-game weapons.