AVAILABLE FOR NEW PROJECTS

Axel Woermann

Senior Game Designer — Gameplay Systems · Combat & Ability Design · Unreal Engine 5

I’m a game designer with 10+ years of AAA experience, focused on designing the systems that define moment-to-moment play—combat, movement, vehicles, and core gameplay loops. Based in Düsseldorf, Germany, available for remote and freelance/contract work.

Düsseldorf, Germany +49 173 420 96 69 axel.woermann@gmail.com
Cartridge Shelf

Shipped Titles

Click a cartridge to load the full breakdown — role, engine, and what I actually built.

Additional Credits — QA & Development Testing
For Honor · Ubisoft QA & Development Tester
Assassin's Creed Identity · Ubisoft QA & Development Tester
Quest Log

Experience

The path so far, studio by studio.

Senior System DesignerNov 2025 – Feb 2026
Welevel GmbH
  • Developed gameplay systems in close collaboration with engineering on interaction and UI features.
  • Supported early system and feature iteration within the project's formative stage.
Senior System DesignerNov 2022 – Oct 2025
Gunzilla Games
  • Led a 5-person cross-discipline feature team, owning vehicle feature development from concept through implementation, iteration, and polish for Off the Grid.
  • Designed and implemented vehicle gameplay systems (ground & air) with a focus on player control, responsiveness, and engagement.
  • Led player engagement and customisation features, balancing systemic depth with accessible player experiences.
  • Worked closely with engineering and other disciplines to translate design goals into robust, production-ready gameplay features.
System Designer, Tech FocusOct 2020 – Oct 2022
Gunzilla Games
  • Designed and implemented core 3C systems in Unreal Engine 5 for Off the Grid, focusing on responsive player movement and strong game feel.
  • Implemented core player mechanics, including dodge and melee systems, using Blueprints, C++, and GAS.
  • Designed and developed ability-driven gameplay systems, including limb-based abilities.
  • Prototyped, debugged, iterated, and playtested gameplay features throughout development.
Junior System DesignerNov 2018 – Sep 2020
Ubisoft Blue Byte
  • Built traversal systems — including Direhorse & Banshee mounts — covering movement, stamina, and control responsiveness.
  • Implemented threat response and obstacle avoidance features.
  • Prototyped, playtested, and iterated closely with design and engineering.
QA & Development Tester (Design Support)Jan 2014 – Nov 2018
Ubisoft Blue Byte — Düsseldorf
  • Gameplay testing, debugging, and balancing in close collaboration with design and engineering.
  • Grew into system design through hands-on prototyping and playtesting.
Ability Tree

Skills

The toolkit I bring to a project, from first prototype to final tuning pass.

Combat Design
Melee, dodge, ability-driven encounters
3C Design
Character, camera, control feel
Systems Design
Rules, interactions, emergent behavior
Prototyping
Fast, disposable proof of concepts
Unreal Engine 5
Blueprints, C++, Gameplay Ability System
Balancing
Playtest-driven tuning at scale
Debugging
Tracking down root cause, fast
Game Feel
Responsiveness & readability
Side Quest

Design Docs & Prototypes

Speculative design exercises, GAS ability breakdowns, and prototype clips — built outside the day job, to the same bar.

New Game

Let's build something players will feel.

Open to senior system & combat design roles. Fastest way to reach me is the form — I read every message myself.

Düsseldorf, Germany