Jacob Jarrett

Technical Designer

EverStride

Unity • C# • iOS / Android / Mac • Solo Project

A 2D endless runner I designed, developed, and shipped independently, built around responsive movement, procedural gameplay, accessibility, and a relaxing lo-fi presentation.

  • Gameplay: responsive jump feel, procedural ground generation, speed scaling, collision logic, and mobile input.
  • Systems: global leaderboards, stats tracking, profanity filtering, platform services, and save functionality.
  • Accessibility: Easy Mode, color-blind modes, haptic and audio controls, 15 languages, and broad device support.
Unity C# Systems Design Mobile Accessibility
EverStride mobile game scene

Kaida: The Little Dragon

GameMaker • GML • Windows • Team Project

A narrative puzzle-platformer focused on responsive movement, readable puzzle logic, and story moments built through play.

  • Movement: wall-jump, dash, coyote time, crate pushing, and collision tuning.
  • Puzzles: pressure plates, moving platforms, bouncy platforms, checkpoints, and environmental triggers.
  • Presentation: menus, cutscenes, trailer work, particles, parallax, and build pipeline support.
GameMaker GML Puzzle Design Platforming
Kaida: The Little Dragon gameplay
Hi-Fi Dodgeball prototype gameplay still

Hi-Fi Dodgeball

Unity • C# • Blender • Solo Project

A 3D dodgeball prototype built from the ground up to explore character movement, timing-based interactions, AI, and an original asset pipeline.

  • Gameplay: character controller, throw timing, catch windows, hit detection, and basic AI states.
  • Pipeline: modeled, rigged, and animated the character in Blender before integrating it into Unity.
Unity C# Blender Gameplay Systems

Endless Protocol

GameMaker • GML • Windows • Team Project

A top-down shoot ’em up built around escalating combat pressure while the player works to restore a failing facility.

  • AI: grid-aware pathing, adaptive spawns, enemy behavior, dash pressure, and encounter tuning.
  • Flow: title, win, lose, settings, dialogue, opening sequence, and trailer support.
GameMaker GML AI Pathing Encounter Design
Endless Protocol in-game facility shot
Axis Football gameplay

Axis Football

Game Designer • Axis Games • Unity

Professional design and implementation work across the Axis Football series, focused on gameplay systems, procedural content, debugging tools, and franchise features.

  • Systems: designed procedural player-history, progression, balancing, and validation systems for franchise gameplay.
  • Tools & iteration: built debugging and validation workflows to catch unrealistic outputs and speed up design iteration.
  • Content: contributed to stadium layouts, crowd systems, presentation, and shipped work on Axis Football 2026 and Axis Football 2027.
Unity Game Design Gameplay Systems Procedural Content