Jordan Devlin
LaunchAboutSystemsBuildsProcessTimelineContact
Game Developer / Systems + Gameplay

I build worlds that play back.

A game developer focused on gameplay architecture, combat feel, tools and systemic interactions, turning sketches into playable, shippable experiences.

BUILD 07 / PLAYER LOOP ONLINE
GAMEPLAY mechanicscombat feeltools engineeringunity / unrealprototypingplayer systems
02 / About

From input to impact.

Good game code disappears into the experience. I care about response curves, readable states, camera language and tool workflows that make a mechanic feel inevitable in the hands of a player.

7
Years making games
18
Playable prototypes
42
Core mechanics shipped
3
Engine toolsets
03 / Systems

The systems behind the fun.

A practical stack spanning gameplay code, technical design and developer tooling that keeps iteration fast.

Gameplay Architecture

EXPERT

Unity / C#

EXPERT

Unreal / C++

ADVANCED

Combat Systems

EXPERT

AI / State Machines

ADVANCED

Tools and Pipelines

ADVANCED
04 / Builds

Playable proof, not promises.

Selected projects showing how I approach moment-to-moment interaction, scalable systems and player-facing polish.

01 / Action Roguelite

Starfall Circuit

A fast-loop combat prototype built around modular weapons, reactive arenas and readable enemy telegraphs.

C#CombatAIProcedural
02 / Adventure

Verdant Relay

A traversal sandbox where physics-driven gadgets turn the environment into the toolkit of the player.

UnityPhysicsTools
03 / Tactical

Ember Protocol

A turn-based tactics experiment focused on status effects, layered decision states and rapid iteration.

UnrealC++Systems
05 / Process

Prototype. Feel. Tune. Ship.

Technical decisions stay close to player feedback, so architecture grows from the game instead of fighting it.

01 / SIGNAL

Find the fantasy

Reduce the pitch to the player action that should feel great in the first 30 seconds.

02 / LOOP

Prototype the loop

Build the smallest playable system with instrumentation instead of speculative architecture.

03 / TUNE

Chase the feel

Use playtests and frame-by-frame tuning to make input, feedback and pacing sing.

04 / SHIP

Harden the system

Turn proven behaviour into maintainable code and designer-friendly production tools.

06 / Timeline

A career measured in iterations.

Selected roles and milestones from prototype rooms to production teams.

2024 - Present / Lead Gameplay Developer

Northstar Interactive

Own gameplay architecture for a third-person action title; introduced reusable ability components and internal debugging tools.

2021 - 2024 / Gameplay Engineer

Lantern Fox Games

Built combat, traversal and AI behaviours across two shipped updates while partnering with design and animation.

2019 - 2021 / Technical Game Designer

Independent / Prototype Lab

Created experimental games to test interaction ideas, procedural systems and new production workflows.

07 / Contact

Got a world worth building?

Tell me what you are making, where the player gets stuck, or which mechanic you cannot stop thinking about.

Open a channel.

Available for gameplay engineering, systems design, technical prototyping and game-jam collaboration.

✉ jordan.devlin@example.com
◈ Montreal, CA