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