Lead Gameplay Designer
Design Manager | Systemic Innovator | Action RPG and Shooter Enthusiast
Design Manager | Systemic Innovator | Action RPG and Shooter Enthusiast
Hey there! I'm Mason Long, a gameplay design leader with over eight years crafting unforgettable experiences in both AAA giants like Epic Games and scrappy indie studios. From my early days balancing weapons in Fortnite to taking a stab at starting up my own team at Mythic Maker Studios, I've always been driven by that spark of turning wild ideas into systems that players can't put down.
But what really lights me up is the creative freedom found in smaller scrappier teams; which is a huge contributor behind building Turbo City Chronicles, my UE5 open-world sim packed with exaggerated physics, quirky NPC AI, and non-violent chaos tools that emphasize family-friendly humor and emergent fun. As CEO and Studio Head, I've assembled a global 7-person team, ensured cohesion and understanding of all documentation, prototyped high-fidelity features, and optimized for PC and Switch. Before that, at Worlds, I managed a 9-person crew to deliver Quake-inspired FPS arenas and dynamic horde modes, all while establishing remote pipelines that kept us on schedule.
These days, I'm chasing principal or manager roles where I can continue to pursue my passion of creating player-first gameplay experience - with a keen interest for Action RPGs in particular.
Ideas, Concept Imagery, Narrative, Mechanics, Character Design, Systems, Aesthetics. I have built concepts and prototypes for AAA and indie titles, collaborating with artists and cross-functional teams to bring my concepts to life through prototypes and high-fidelity features
From initial ideation through to launch, I have developed innovative gameplay systems based on collaborative visions, player-driven insights, and my own imaginative creations. I embrace critical feedback and iteration to foster emergent storytelling, balanced chaos, dynamic gameplay, and joyful player agency
I have guided innovative gameplay concepts from initial ideation through prototyping, pitched them to top-tier investors and companies including Microsoft, a16z, and Griffin, and delivered completed projects distributed across major platforms like Epic Games Store, PC, Switch, and mobile. I have collaborated both on-site and remotely to meet aggressive timelines
Turbo City Chronicles is hands-down one of my favorite projects because it let me unleash pure creative chaos in an indie setting; building a UE5 open-world sim from scratch with exaggerated physics, quirky NPC AI, and non-violent tools that turn everyday racing and platforming into family-friendly hilarity. Leading a tight-knit 7-person global team remotely, I got to be hands-on with everything myself, iterate on features based on Discord community feedback, and even network with investors for bi-weekly updates, all while optimizing for PC, Switch, and mobile to keep the game accessible - while also pushing the team to maintain a level of optimization that was appropriate for mobile gameplay.
My time as Lead Designer on Fortnite is one of my favorites for the sheer thrill of crafting massive, player-driven spectacles that reached an audience of 650M+ users. Mentoring teams from 6 to 20, I balanced 200+ weapons/items to squash exploits, scoped LTMs like 50/50 for massive retention bumps, and partnered with the Creator base on UGC tools that spiked active users across seasons by offering different experiences. It's my fave because it blended high-stakes leadership with inventive fun and put us all in a pressure cooker environment where failing, as long as it was done quickly, was part of the process which lead to extremely fun innovations.
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