Game Designer - 25+ Years in AAA Development

Daniel Jacobs, Game Designer.

I create worlds, systems, and experiences that invite players to explore, experiment and tell their own stories. With over two decades of professional game development across AAA studios and live service titles, my work blends strong systemic design with memorable environments and gameplay moments. From building expansive MMO zones and dungeons to prototyping new mechanics and crafting narrative-driven spaces, I focus on designing games that feel alive - places where player curiosity is rewarded and every corner has a purpose.

me

Daniel Jacobs

With a passion for immersive worlds and engaging systems, I design gameplay experiences that transform simple mechanics into memorable adventures.

Projects

New World

On New World, I focused on designing large-scale zones, gameplay systems, and player experiences that support exploration, combat, and long-term engagement. My work spanned from early terrain and layout design to encounter design and system implementation, with an emphasis on creating immersive, player-driven worlds.

Strider

On Strider (2014), I worked on level design and gameplay implementation for a fast-paced, traversal-focused action platformer. My focus was on creating spaces that supported fluid movement, combat flow, and the interconnected world structure that defines the Metroidvania experience.

Battleship

On Battleship, I played a key role in rapidly delivering a full AAA console title under an aggressive production timeline. My work focused on level design, gameplay implementation, and helping drive the game from concept to ship in under a year.

Front Mission Evolved

On Front Mission Evolved, I contributed across narrative, systems design, and multiplayer level design. My work focused on building progression systems, writing in-game dialogue, and creating multiplayer experiences that supported long-term player engagement.

Silent Hill Homecoming

On Silent Hill: Homecoming, I worked on level design, puzzles, and combat spaces within a psychologically driven horror experience. In addition to hands-on design, I took on a leadership role within the level design team and contributed to finalization efforts for console release.

GI Joe: Rise of Cobra

On G.I. Joe: The Rise of Cobra, I worked on level design and gameplay implementation for a cooperative, class-based action experience. My focus was on building combat-driven levels that supported varied player abilities, team play, and fast-paced progression.

Da Vinci Code

On The Da Vinci Code, I worked on level design, puzzle design, and gameplay scripting for a narrative-driven adventure experience. My focus was on blending exploration, puzzles, and story progression into cohesive, cinematic gameplay.

Star Wars Episode III

On Star Wars Episode III: Revenge of the Sith, I worked on level design and gameplay implementation for a cinematic action experience based on the film. My focus was on translating iconic moments into interactive gameplay that balanced combat, pacing, and narrative progression.

Dragon's Lair 3D

On Dragon’s Lair 3D, I worked on level design, puzzles, and gameplay implementation, helping bring a classic animated property into a fully playable 3D experience. My focus was on building levels that blended exploration, timing-based challenges, and cinematic moments.

Fallout 2

On Fallout 2, I contributed as an intern artist, supporting the development of a large-scale RPG through environment and asset creation. This experience gave me early exposure to production pipelines, world building, and the collaborative process behind a major title.

About Me

I’m Daniel Jacobs, a game designer who loves creating worlds and gameplay systems that invite players to explore, experiment, and discover.

Game Designer

I’m known for designing engaging systems and immersive worlds, but at the core I just enjoy building things players can get lost in. I approach every project with clarity and intention, balancing creativity with practical execution to turn ideas into polished, playable experiences.

Everything I create is grounded in a deep understanding of gameplay, systems, and what makes players want to keep playing.

Years Experience
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Titles Shipped
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Design That Feels Fun

For over two decades, I’ve created gameplay experiences focused on player choice, creativity, and immersion. I bring that mindset into every system and world I build, shaping my work across a wide range of genres and projects.

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I specialize in world design and the design of gameplay systems and experiences

My work blends creative vision with strong design fundamentals, prioritizing gameplay flow, clarity, and meaningful player interaction. From early systems design to final implementation, I consider how each element connects to create a cohesive and immersive experience. The result is gameplay that feels intuitive, engaging, and lasting.

Collaboration is central to every project. I work closely with cross-disciplinary teams to understand goals, align on vision, and bring ideas to life with clarity and focus. Together, we transform concepts into polished experiences that resonate with players and evolve over time.

01.

Game Design

From concept to implementation, I design gameplay systems and experiences that define how players interact with the game.

02.

World & Level Design

I create worlds and levels that guide player movement while supporting exploration, combat, and storytelling.

03.

Systems Design

I build interconnected systems that drive progression, balance, and long-term player engagement.

04.

Gameplay Implementation

I translate design into playable experiences through scripting, tuning, and close collaboration with engineering.

05.

Design Leadership

I lead design efforts by aligning teams, defining vision, and delivering cohesive, player-focused experiences.

Videos

New World: Aeternum - Nighthaven - House of Varlaam

I designed and implemented gameplay for the main story quest, "Connect the Dots" for the exterior and interior of the castle.

  • Design and blockout
  • Enemy creation, encounters, difficulty
  • Interactive elements and events

New World: Aeternum - Nighthaven - Memora Singur

I designed and implemented gameplay for the main story quest, "A Long Time Coming".

  • Design and blockout
  • Enemy creation, encounters, difficulty
  • Interactive elements and events

New World: Aeternum - Nighthaven - Hall of the South King (and North)

I designed and implemented gameplay for the main story quest, "What Once Was Lost".

  • Design and blockout
  • Enemy creation, encounters, difficulty
  • Interactive elements and events

New World: Aeternum - Nighthaven - House of Bathory

I designed and implemented the House of Bathory location for the main story quest, "What Once Was Lost".

  • Design and blockout
  • Enemy creation, encounters, difficulty
  • Interactive elements and events

New World: Aeternum - Full Main Story Quest

I designed the starting areas including the zone Windsward for the Full Main Story Quest line.

  • Intro cinematic and Player Archetype setup
  • Zone and Biome Design
  • Points of Interest Design
  • Enemy creation, encounters, difficulty
  • Interactive elements and events
  • Resource distribution and placement

Strider (2014) - Full Game Walkthrough

I did a lot of level design, encounters, events, scripted sequences, save game and level logic and then at the end did a bunch of work on the opening level polish and metroidvania level mechanics and speed run routes.

  • Level and Encounter Design
  • Scripted Level Logic, Save Game and In-Game Cinematics
  • Animated dropships, Doors, and NPCs
  • Designed Subway, Industrial, Black Market and Research Facility

Dragon's Lair 3D

  • Level and Encounter Design
  • Environment Art, Texturing, Lighting and Particle Fx
  • Scripted Level Logic, Save Game and In-Game Cinematics
  • Animated traps, Platforms, and NPCs
  • Created Castle Exterior, Bat Towers, Impossible Room, Singe Chase and more...

Star Wars Episode 3 - Revenge of the Sith

  • Level and Encounter Design
  • Scripted Level Logic and In-Game Cinematics
  • Animated background Space Battles
  • Created:
    01 - Rescue over Coruscant
    03 - Peril in the Elevators
    04 - Settling the Score
    06 - The General's Right Hand

Square Route - (Unity)

  • Subway surfers clone
  • Gameplay and Asset Pooling code
  • Shader for curved environment
  • Animated characters and props
  • Scoring and Ad integration

Floppy Santa - (Unity)

  • Flappy Bird clone
  • Gameplay and Scoring code
  • Layered masking for scene transitions
  • 2d animated characters and props

Battleship - Mission 01 - The Arrival

  • Level design and gameplay
  • Cinematic and scripted moments
  • Animated moving battleships, airships, etc
  • Multiplatform release

Battleship - Mission 02 - Construction

  • Level design and gameplay
  • Cinematic and scripted moments
  • Animated moving battleships, airships, etc
  • Multiplatform release

Silent Hill Homecoming

  • Level design, encounters, puzzle setup
  • Cinematic and scripted moments
  • Wrote and edited text for localization
  • Multiplatform release

G.I. Joe: The Rise of Cobra

  • Level design, encounters, gameplay tuning
  • Cinematic and scripted moments
  • Opening mission
  • Multiplatform release

Front Mission Evolved

  • Multiplayer Level design
  • Encounters, gameplay tuning, collectibles
  • Multiplayer Reward and Progression design
  • Wrote pickup lines and setup voiceover
  • Opening tutorial

Da Vinci Code

  • Adventure Style Level design
  • Gameplay setup and dialogue scenes
  • Puzzle design and implmentation
  • Designed first level The Louvre and Temple Church

Contact

Let’s connect to discuss game design opportunities, collaborations, or new projects.