Jordan DevlinGame Developer
Game Developer · Systems / Gameplay / Worlds

Build the quest.
Break the orbit.

I design gameplay systems, responsive mechanics and playful worlds that give players something worth mastering, from first input to final boss.

QUEST / 01
PLAYER LOOP
BOSS / 02
COMBAT FEEL
ITEM / 03
TOOLS + UI
PORTAL / 04
WORLD SYSTEMS
BUILD 07 · WORLD ONLINE · READY
01 / Player philosophy

Make every
input matter.

Game development is a constellation of decisions: mechanics, feedback, systems, pacing and polish orbit one central question, what does the player feel next?

I turn rough prototypes into clear player language: combat that reads, movement that responds, progression that motivates, and interfaces that disappear into the world.
12playable prototypes and shipped studies
34gameplay systems designed
60FPS target for responsive action
02 / Skill constellation

Tools for
the player loop.

Expertise represented as constellation dots rather than generic percentage bars; each cluster is a practical part of making a game feel coherent.

◈

Gameplay Architecture

Reusable components for abilities, combat, movement, interaction and state-driven player loops.

✦

Game Feel

Timing, camera motion, hit feedback, animation cues and the tiny details between frames.

⬡

Unity / Unreal

Rapid prototyping, Blueprint and component workflows, tools, scripting and iteration.

⌁

Systems Design

Progression, economy, procedural rules and systemic interactions built for readable depth.

03 / Selected builds

Proof in
the playtest.

Selected projects framed around the player problem, the system built to solve it, and the resulting experience.

CASE 01 · GAMEPLAY

Neon Bastion

Designed a reactive third-person combat loop where every successful parry changes the player's available movement options. Built attack states, enemy reactions, camera feedback and tuning tools for rapid playtesting.

UnityC#CombatAnimationTools
CASE 02 · SYSTEMS

Drift Atlas

Procedural exploration system connecting biome rules, loot tables and navigation landmarks into a repeatable discovery loop.

UnrealBlueprints
CASE 03 · TOOLS

Encounter Forge

Designer-facing encounter tools that make spawn logic, pacing and difficulty curves visible during iteration.

Editor ToolsUX
04 / Production loop

Prototype.
Feel. Tune.

A practical workflow built around playable evidence rather than assumptions.

01 / BLOCK

Prototype

Get the mechanic on screen quickly enough to play before overbuilding it.

02 / FEEL

Playtest

Watch where players hesitate, smile, fail, repeat or stop caring.

03 / TUNE

Iterate

Adjust timing, rules and feedback until the intended behavior becomes natural.

04 / SHIP

Polish

Stabilize the system, document the edges and polish the moments players remember.

05 / Experience

From prototype
to production.

Selected roles across gameplay engineering, technical design and experimental development.

Lead Gameplay Developer · Northstar Interactive

2023 - PRESENT

Own gameplay architecture for an action title; introduced reusable ability components, combat debugging tools and a playtest rhythm that shortened mechanic iteration.

Gameplay Engineer · Lantern Fox Games

2020 - 2023

Built combat, traversal and AI behaviors across live production milestones while partnering closely with design, animation and level teams.

Technical Game Designer · Prototype Lab

2018 - 2020

Created experimental mechanics and small playable studies to test interaction ideas, procedural systems and new production workflows.

06 / Contact

Got a world
to build?

For gameplay engineering, systems design, technical prototyping or game-jam collaboration, send a short brief and I'll reply with next steps.

✉ jordan.devlin@example.com
☎ +1 512 555 0188
◈ Austin, TX
Jordan Devlin / Game DeveloperMirror system · 2026