I'm a technical game designer who specializes in mechanical design, gameplay programming, and communication bridging the gaps between design, art, and programming. I have a special affinity for designing and implementing player combat, movement, and abilities. I enjoy creating distinctive gameplay experiences and working collaboratively within multidisciplinary teams. With experience in both indie and larger game projects, I have designed characters, combat systems, AI, and procedural gameplay to maximize game feel and player engagement. I am passionate about blending creativity with technical skill to bring unique game worlds and mechanics to life.

Patrick Wert

I'm a technical game designer who specializes in mechanical design, gameplay programming, and communication bridging the gaps between design, art, and programming. I have a special affinity for designing and implementing player combat, movement, and abilities. I enjoy creating distinctive gameplay experiences and working collaboratively within multidisciplinary teams. With experience in both indie and larger game projects, I have designed characters, combat systems, AI, and procedural gameplay to maximize game feel and player engagement. I am passionate about blending creativity with technical skill to bring unique game worlds and mechanics to life.

Available to hire

I’m a technical game designer who specializes in mechanical design, gameplay programming, and communication bridging the gaps between design, art, and programming. I have a special affinity for designing and implementing player combat, movement, and abilities. I enjoy creating distinctive gameplay experiences and working collaboratively within multidisciplinary teams.

With experience in both indie and larger game projects, I have designed characters, combat systems, AI, and procedural gameplay to maximize game feel and player engagement. I am passionate about blending creativity with technical skill to bring unique game worlds and mechanics to life.

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Experience Level

Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate

Work Experience

GAME DESIGNER at Greensky Games
September 1, 2022 - January 31, 2024
Swarm 2 is a fast-paced VR grappling hero shooter roguelike game. Concepted and developed weapons, abilities, and player kits to vary gameplay and maximize game feel. Designed a distinct cast of characters with unique identities and playstyles. Balanced procedural roguelike systems including encounters, enemies, progression systems, upgrades, bosses, and levels. Repurposed arcadey arena game systems for a roguelike sequel. Organized play testing sessions and analyzed analytics tools for direction. Planned boss movements, implemented their animations, and solved animation related technical issues.
GAME DESIGNER at Big Rat Games
July 1, 2020 - June 22, 2024
Grimmlins Tale is a 3D action-adventure monster taming game. Designed a large cast of appealing monster characters based on fairy tales. Created an RTS action hybrid combat system to innovate on the genre. Implemented a 3D platforming character controller with physics made from scratch to work for various character shapes, sizes, and abilities. Programmed monster AI systems with pathfinding, player customizable behaviors, and complex state machines. Crowdfunded the game exceeding its funding goal.
LEAD DESIGNER at Studio Whip
December 1, 2019 - July 31, 2020
Flicker of Hope is a cute horror stealth game where you play as a candle. Collaborated effectively with cross-functional teams to follow a clear vision. Planned and evaluated tasks for programmers and designers. Designed AI systems around having an especially large enemy character. Programmed complex fixed camera spline tools to set up cinematic, diorama-like camera angles and emphasize a horror feel. Received more than 100,000 downloads on Steam.
GAME DEVELOPER at Personal Project, Cardboard Kingdom
January 1, 2017 - May 31, 2019
A Magic: the Gathering inspired 2D card game played on a 2D chess grid. Designed, printed, and paper prototyped thousands of cards across years of iteration and testing. Created 12 archetypes with 2 unique core mechanics each. Programmed hundreds of unique cards.

Education

M.S. Interactive Entertainment at FIEA at University of Central Florida
January 1, 2020 - December 31, 2020
B.S. Digital Arts and Sciences Engineering at University of Florida
January 1, 2018 - December 31, 2018

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment, Software & Internet