Mason Long

Mason LongMason LongMason Long

Mason Long

Mason LongMason LongMason Long
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Professional Projects

Fortnite Battle Royale

 

 As a key contributor to one of the world's most iconic battle royales, I led balance, event design, and UGC initiatives that drove massive player engagement. From early-season meta tuning to bespoke modes, my work focused on systemic innovation and real-time responsiveness.


Lead Gameplay Designer

  • Led Impostors mode (social deduction departure from core gameplay) and MrBeast $1M tournament (UGC gamemode with 12.6M participants over 3 days, zero issues). 
  • For Impostors, focused on Fortnite "feel" with dynamic level shifts tied to narrative beats. 
  • For MrBeast tournament, collaborated externally for creative injection while ensuring fairness. 
  • UGC Tools: Directed initiatives structuring tool development around gamemodes, resulting in multiuse features and tools that are utilized by thousands of creators globally.


Senior Gameplay Designer

  • Owned Limited Time Modes (LTMs), releasing data-informed variants like 50v50 that boosted session lengths and retention by 30%. 
  • Analyzed player behavior trends, prototyped in UE5, and iterated based on feedback - mentoring junior designers to provide feedback


 Challenges and Solutions: Scaling events for millions of players. Retention dips addressed with rolling LTMs, emphasizing approachable fun.

      Outcomes and Metrics: Impostors increased retention 20%; MrBeast engaged 12.6M with $1M integrity; LTMs 30% retention/20% DAU lift; UGC tools supported 70K creators. 


Reflections: These projects taught me the power of player agency and how to translate data into delightful retentive gameplay.

Gameplay Designer

 Gameplay Designer: Designed end-of-season events like the Rocket and Unvaulting. For the Unvaulting, I created real-time unvaulting systems syncing 24M global contributions across servers, ensuring worldwide consistency. 


Challenges: Maintaining replication for millions; solved with master-server communication protocols, fostering emergent community excitement. 

Lead Balance Designer

 Lead Balance Designer (Seasons 1-11): Directed a team of 6 designers/analysts in analyzing and tuning gameplay metas. Developed hotfixing systems for quick patches without downtime, enabling industry-leading community response (exploit reductions within minutes!). 


Process: Started with data dives (win parity metrics), iterated via blueprints in UE5, and tested with internal playtests; effectively collaborating with engineers for seamless collaboration. 

Turbo City Chronicles

CEO and Studio Head

Owned company wide organization and documentation for Turbo City Chronicles (open-world sim with cartoonishly exaggerated physics/AI) ensuring team cohesion as we quickly marched forward. Sourced a strong global talent pool, and managed a scrappy 7-person cross disciplinary team. Networked and spoke with countless investors to establish funding for development. Created and operated our Go to Market strategy for Turbo City Chronicles.


Reflections: Bootstrapped creativity in family-friendly systems with a HUGE learning curve to game marketing and self-promotion. Created a vast network of content creators in hopes of partnering for future release of Turbo City Chronicles


www.TurboCityChronicles.com

Paragon

Competitive Design Analyst

Analyzed balance for third-person action MOBA, ensuring fairness in character/item systems. Deep dove into character metas and itemization/cards, reporting on build strengths/weaknesses. 


Process: Data analysis (win rates, synergies), recommendations for tuning, collaboration with design team for iterations. 


Challenges: Balancing diverse builds; solved with tiered strengths/weaknesses, fostering strategic depth.


Outcomes and Metrics: Contributed to competitive parity, supporting playerbase growth before shutdown. 


Reflections: This role honed my analytical eye for systemic fairness, influencing my later lead work.

Worlds

Design Manager

Led a remote team through FPS arena shooter and horde mode prototypes (100+ enemy variants, progression unlocks). Built infrastructure for global collaboration, reducing miscommunication.


Reflections: Learned a lot about product market fit for game development and how to incorporate that into design. Gained deep experience with design documentation to ensure cross discipline cohesion as we developed.

Check out My Resume

About Me and Resume

Copyright © 2025 Mason Long - All Rights Reserved.

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