Skillset(s):
Senior Technical Gameplay Designer – Gameplay Systems, Combat Systems, Feature Development, Unreal Engine (C++ / Blueprints)
10+ years in the games industry across AAA and independent development.
- Gameplay Systems & Combat: Combat frameworks, actor systems, progression loops, damage & health pipelines, ability systems (GAS), traversal mechanics, and encounter pacing.
- Technical Implementation (Unreal Engine 5): C++ / Blueprint hybrids, modular gameplay components, reusable systems, data-driven architecture (DataTables, Curves, Gameplay Tags), debugging and telemetry integration.
- Feature Development: End-to-end ownership of gameplay features from concept through implementation, iteration, tuning, and cross-discipline integration.
- Interaction & UX-Oriented Systems: Interaction design and development focused on clarity, responsiveness, accessibility, and player decision-making.
- Accessibility & Systems Clarity: Experience designing scalable accessibility systems and gameplay readability frameworks used in live environments.
- AI & Systems Architecture: Robust AI systems including state machines, modular extensible sub-state graphs, AI skill execution pipelines, EQS caching, aggression layering systems, networking-aware gameplay logic and tracking.
- Cross-Discipline Collaboration: Worked closely with engineering, UI, narrative, and art teams to deliver cohesive, production-ready gameplay systems.
Previous Work:
- Project Polaris (The Witcher 4) – Senior Technical UX Game Designer – CD PROJEKT RED
Contributed to core gameplay and feature integration across combat, exploration, and progression systems. - Rainbow Six Siege – Senior UX Game Designer – Ubisoft
Delivered gameplay-facing UX systems, multiplayer clarity, onboarding mechanics, and accessibility standards in a live competitive environment. - League of Legends (Regional) – Art Lead – Riot Games
Led UX and feature design initiatives across live-service client systems and content pipelines. - Arcane Override – Technical Designer / Director – Rebel Assembly
Owned the design and implementation of GAS-driven combat systems in Unreal Engine 5, including damage pipelines, extended progression systems, and damage propagation architecture. Built modular gameplay components supporting movement, interaction, combat devices, skills, and persistent systems. Developed reusable, data-driven frameworks for level scripting, encounter logic, and combat tuning, alongside in-editor debugging and telemetry tools to support iteration and scalability. Implemented robust AI systems, modular state machines, networking-aware gameplay logic, AI skill execution systems, EQS caching, and aggression layering mechanisms.
Portfolio:
GitHub (Unreal Engine plugins & gameplay systems):
Contact:
Feel free to reach out via direct message here on the forum or connect with me on LinkedIn.
LinkedIn: Cem A. - Rebel Assembly | LinkedIn
Additional Information:
- Open to paid full-time or contract opportunities.
- Available for relocation (NA, EU / UK preferred).
- Experienced in distributed international teams & multicultural strike teams.
- Strategic thinker with a challenger mindset, experienced in redefining systems and pushing beyond conventional design constraints.
- Experienced in Agile Development and Leadership.
- Fluent in English and Turkish.