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
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.
Kaida: The Little Dragon
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.
Hi-Fi Dodgeball
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.
Endless Protocol
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.
Exo: Breakpoint
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.
Café Crescendo
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.
Industry Work
Axis Football 2026
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.