Jordan Ajlouni - Combat Designer

HIGHLIGHTS
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  • Seasoned Combat Designer with 13 years of industry experience with a background in combat, enemies, hero/player abilities, gameplay, and leadership.

  • Experienced defining, implementing, refining, and shipping multiple key systems in console and PC products.

  • Excels at cross discipline communication and iteration.

  • Adept with Unreal 5, Unity, and proprietary engines with a background in gameplay programming.

SKILLS
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Design:

  • Combat Systems

  • Player / Hero Kit and Abilities

  • Enemy & AI

  • Core Gameplay Features

  • Co-Op

  • Prototyping and R&D

  • Progression

  • Documentation (GDD & Feature)

  • Talks and Presentations

  • High Level Design & Pitching

Leadership:

  • Project Planning

  • Running Cross-Disciplinary Pods / Feature Teams

  • Mentoring

Technical:

  • Gameplay Programming

  • Unreal 5 / Blueprint & Behavior Trees

  • Unity / C#

  • Visual Scripting & Coding

Tools and Software:

  • Unreal 5

  • Unity

  • Version Control (P4 / Git)

  • Tasking (Jira / Monday)

  • Documentation (MSFT/Google/Confluence)

  • Spreadsheets (Google sheets)

  • Ideation (MIRO)

  • Reaper Audio

  • Adobe Premiere

WORK EXPERIENCE
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Sword & Wand, Remote (USA)

Video game startup with an internal game focusing on co-op melee combat
Lead Game Designer 12/2021 – Present

  • Worked with the art lead and engineering lead to conceptualize, design, prototype, and develop a pre-alpha pitching build for a 3rd person multiplayer co-op melee action adventure game with procedural levels and innovative gameplay mechanics.

  • Designed, prototyped, and developed an animation driven melee combat system for co-op in Unreal 5. 

  • Designed a range of enemies including grunts, mini-bosses, and bosses to offer a wide range of challenges for our melee combat system.

  • Prototyped enemies including their character animation, scripting their behavior trees, system tuning, and special effects.

  • Designed and prototyped four unique playable characters with customizable kits and unique play styles to appeal to a wide range of player types.

  • Managed cross-discipline pods of character artists, concept artists, animators, engineers and VFX to create, review, and iterate on combat features.

  • Ran weekly internal playtests vital for iterating on a co-op experience and hearing the team’s feedback.

  • Oversaw all other designs for our AA project including core gameplay, systems, combat, level design, narrative, and progression.

  • Pitched and led a gameplay work for hire team prototyping game mechanics for a larger project.

Digimancy, Remote (USA)

Video Game Startup specializing in PC RPGs
Sr. Systems Designer, Combat (Space RPG) 8/2020 – 12/2021

  • Designed and prototyped multiple real time and turn-based combat systems

Freelance, Remote (USA)

Specialized in Unity 3D programming Contracts
Unity 3D Developer 10/2019 – 03/2020

  • Rapid Prototyping of Visual Interfaces

  • Released several indie projects through a 3 person studio.


Krikey App, Remote (USA)

Game and interactive media startup specializing in AR products
Unity 3D Developer 10/2018 – 10/2019

  • Mobile AR Game Development for iOS and Android

Volition, Champaign, IL

AAA Game Studio Specializing in third person shooters & open world games
Lead, Combat & Systems (3rd Person Shooter) 06/2014 – 07/2018

  • Promoted to Lead during time at Volition

  • Developed and released Agents of Mayhem and Agents of Mayhem DLC.

  • Designed and prototyped player character kits & abilities for 7 playable characters.

  • Worked with the combat team to develop our combat systems and AI.

PREVIOUS EXPERIENCE
Freelance Unity Developer, Freelance, Remote (USA) 06/2013 – 06/2014
Gameplay Programmer, Wayforward, Valencia, CA, USA 03/2013 – 06/2017
Partner/Designer, Adventure Club Games, East Lansing, MI, USA02/2011 – 10/2012

Education
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Michigan State University
BA Digital Media Arts

Specialization in Game Design
Minor in Computer Science
East Lansing, MI
10/2008 - 06/2012