AVAILABLE FOR NEW PROJECTS
Axel Woermann
Senior Game Designer — Gameplay Systems · Combat & Ability Design · Unreal Engine 5
Over ten years in AAA production building the systems players feel in their hands — combat, movement, vehicles, and the ability rules that hold a moment-to-moment loop together. Based in Düsseldorf, Germany.
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
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Ubisoft
QA & Development Tester
Assassin's Creed Identity
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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.
System Designer (Tech Focus)Oct 2020 – Oct 2025
Gunzilla Games
- Built core gameplay systems and 3C mechanics for Off the Grid in Unreal Engine 5.
- Implemented combat systems — melee mechanics, dodge systems, and ability-based gameplay (GAS) in Blueprints and C++.
- Owned vehicle systems (ground & air), focusing on handling, pacing, and player experience.
- Led a 5-person cross-discipline feature team delivering vehicle features end-to-end.
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
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