MotoGP 09/10

From 2008 to 2010 I worked on  MotoGP 09/10 in a design role with Monumental Games Ltd. The game was released for Xbox 360 and PlayStation 3 on the 19th of March, 2010, and was published by Capcom.

MotoGP 09/10 PS3 Boxart

“MotoGP 09/10 takes the series in an exciting new direction rewarding players for their racing style as well as skill on the track.

Gamers will get all the riders, tracks and teams from the official 2009 MotoGP season AND free downloadable content from the 2010 season as it unfolds. The free update means gamers will be able to play the most up to date MotoGP season content earlier than ever before.

MotoGP 09/10 delivers a racing experience like no other. The blistering speed and intensity of race day will be just one of the challenges as MotoGP 09/10 will add many new modes and features for the best in offline and online racing.” – Capcom


The credits can be found here.

Design Responsibilities

  • Gameplay balancing
  • Vehicle handling/dynamics
  • Scripting
  • AI behaviour
  • Dialogue
  • String-table localisation/management
  • Downloadable content
  • Achievements & rich presence
  • Replay camera system
  • Track data editing
  • Menu layouts & flow
  • Research & documentation
  • Testing & bug-fixing


Tom Goodchild, Lead Designer of MotoGP 09/10, was kind enough to leave me this recommendation on my LinkedIn profile:

“Matt was a fresh faced student straight out of university when he first arrived at Monumental Games. I was a fresh faced lead designer at the time and we both had to grow into our roles while working together.

Matt instantly displayed a maturity and calm temperament that was head and shoulders above that of his student peers, in fact surpassing several industry “veterans” and even, after a year of working together, fooling our new game director into thinking Matt was a industry vet himself.

Matt has professional, considered, focused and careful approach to design that proved very successful at reducing project risk and getting work done on time. We knew that we could leave Matt to a task with minimal supervision knowing that we’d get a complete and fully tested piece of work that could slot into the game with minimum disruption.

Matt then returned to university after giving our company two solid years of hard work and (nearly) two full boxed current generation titles under his belt.

Highly recommended.”

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