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.
Shipped Titles
Click a cartridge to load the full breakdown — role, engine, and what I actually built.
Experience
The path so far, studio by studio.
- 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.
- 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.
- 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.
- 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.
- Gameplay testing, debugging, and balancing in close collaboration with design and engineering.
- Grew into system design through hands-on prototyping and playtesting.
Skills
The toolkit I bring to a project, from first prototype to final tuning pass.
Design Docs & Prototypes
Speculative design exercises, GAS ability breakdowns, and prototype clips — built outside the day job, to the same bar.
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.