About Me
Hey there! I’m Jacob. 👋
I’m a Game Designer with a background in computer science and a love for creating gameplay experiences that players can get lost in. Some of my favorite games, like The Last of Us Part II, Super Mario Galaxy, and Titanfall 2, have shaped how I think about design, from environmental storytelling and movement to exploration, encounters, and playful experimentation.
I graduated from UNC Charlotte in three years with a B.S. in Computer Science and a minor in Mathematics. After teaching myself game development and releasing my first solo game, EverStride, I realized that what excited me most was shaping the player’s experience through gameplay, spaces, and systems. That led me to UCF’s FIEA, where I’m earning my M.S. in Interactive Entertainment and specializing in Level Design.
Whether I’m shaping combat flow, guiding players through an environment, implementing gameplay systems, or experimenting with a completely different style of game, I love creating experiences that feel purposeful, immersive, and memorable.
TMRW Sports
Level Designer (Contract)
Developed and implemented gameplay systems and mechanics in UE5 Blueprints for an unannounced project. Created level blockouts based on real-world locations to validate gameplay flow, scale, and prototype objectives, while set dressing prototype levels to improve spatial readability, player navigation, and environment clarity.
Skaldforge
Level Designer
Working on Mythbound, UCF FIEA’s competitive multiplayer arena brawler built in Unreal Engine 5. Designing and building the Himinbjörg level, with a focus on fast traversal, readable combat spaces, balanced player flow, sightlines, engagement zones, spawn placement, and clear navigation for 4v4 multiplayer matches.
Axis Games
Game Designer
Game Designer at Axis Games on an upcoming title, enhancing gameplay systems and features while contributing to ongoing development. Previously shipped Axis Football 2026, launched on PlayStation, Xbox, Nintendo Switch, Steam, iOS, and Android.
Axis Games
Game Design Intern
Worked on Axis Football 2026 across stadium design, gameplay implementation, and quality-focused feature testing. Designed and implemented stadium-related level content, implemented enhanced crowd systems, and tested gameplay features to support quality and stability across multiple platforms.
SuperAnnotate
LLM Data Trainer
Specialized in enhancing writing, editing, and performing quality checks to ensure high data integrity. Focused on fine-tuning large language models using advanced AI, with a specialization in creative writing.
🎮 Level Design
- Greyboxing and blockout development from concept to playable space
- Player pathing, pacing, traversal, and moment-to-moment flow
- Spatial readability through sightlines, landmarks, and composition
- Environmental storytelling and intuitive player guidance
- Playtest-driven iteration using feedback, observation, and metrics
⚙️ Technical Design
- Blueprint scripting for gameplay interactions and level logic
- Gameplay systems for progression, feedback, and dynamic level events
- Multiplayer replication, authority handling, and network debugging
- State management, respawning, objectives, and event-driven logic
- Rapid prototyping that supports design testing and iteration
🧭 Player Experience
- Traversal routes and movement opportunities that support player choice
- Signage, lighting, landmarks, and visual language for clear navigation
- Puzzle placement and progression that reinforce level pacing
- Readable objectives, feedback, and interaction states
- Single-player and multiplayer spaces designed around player behavior
📐 Design Process
- Level metrics, maps, documentation, and design intent communication
- Rapid prototyping and iterative development from early blockout to polish
- Playtest planning, feedback analysis, and actionable design changes
- Cross-disciplinary collaboration with art, engineering, and production
- Scope management while preserving readability and player goals
🛠️ Engines & Tools