Jacob Jarrett

Technical Designer

A selection of gameplay and technical design projects focused on building responsive systems, readable feedback, and mechanics that feel good to play.

EverStride

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

A 2D endless runner built around simple inputs, clean timing, and a relaxing lo-fi presentation. I handled the full project from gameplay and UI to shipping on mobile and desktop.

  • Gameplay: responsive jump feel, procedural ground generation, speed scaling, and clean mobile input.
  • Services: global leaderboards, profanity filtering, stats tracking, and platform setup.
  • Accessibility: Easy Mode, color-blind modes, haptics/audio toggles, 15 languages, and broad device support.
EverStride mobile game scene

Kaida: The Little Dragon

GameMaker • GML • Windows • Team Project

A narrative puzzle-platformer about a little dragon moving through a mythological world. The project focused on readable platforming, puzzle logic, and story moments built through play.

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

Hi-Fi Dodgeball

Unity • C# • Windows • Solo Project

A 3D dodgeball prototype built around original gameplay, characters, animations, and systems. Everything in the project was created by me, including the Blender character pipeline and Unity implementation.

  • Gameplay: character controller, throw timing, catch windows, and basic AI states.
  • Pipeline: original model, rig, and animations authored in Blender and brought into Unity.
Unity C# Blender Animation
Endless Protocol in-game facility shot

Endless Protocol

GameMaker • GML • Windows • Team Project

A top-down shoot ’em up where the player has to survive long enough to restore a failing facility. I built the enemy AI, pressure systems, UI flow, and core survival pacing.

  • AI: grid-aware pathing, adaptive spawns, enemy behavior, dash pressure, and encounter tuning.
  • Flow: title, win, lose, settings, dialogue, opening cutscene, and trailer support.
GameMaker GML AI Pathing Shoot ’em Up
Exo: Breakpoint combat arena with portals

Exo: Breakpoint

Unreal Engine 5 • C++ + Blueprints • Solo Project

A wave-based PvE shooter prototype built around Breakpoint, a slow-time ability that lets players create breathing room during high-pressure combat.

  • Combat: C++ wave manager, adaptive spawners, cooldowns, VFX, and HUD feedback.
  • Design goal: fast combat with clear reads and tactical moments of control.
UE5 C++ Blueprints Combat Systems

Café Crescendo

Unity • C# • Windows • Solo Project

A narrative game prototype about running a small coffee shop, talking with customers, and uncovering character stories through branching conversations and mini-games.

  • Dialogue: branching conversations, state tracking, choice UI, and save/load support.
  • Mini-games: drink crafting, rhythm performance prototypes, and interaction flow.
Unity C# Dialogue Tools Narrative Systems
Café Crescendo coffee shop prototype

Industry Work

Axis Football 2026

Technical Designer • Axis Games

Contributed to gameplay systems, feature implementation, stadium presentation, and quality-focused testing across development and release.

  • Stadium work: contributed to stadium content, crowd systems, gameplay presentation, and player-facing polish.
  • Systems work: procedural college stat generation for rookie history, scouting value, and franchise readability.
  • Shipped release: Axis Football 2026 launched across PlayStation, Xbox, Nintendo Switch, Steam, iOS, and Android.
Professional Work Technical Design Gameplay Systems QA
Axis Football 2026 gameplay moment