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.
- 25+ Years Experience
- Multiple AAA Titles Shipped
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.
- Designed foundational systems
- Established core player loops
- Designed first open-world zones
- Defined terrain, biome distributions
- Designed two flagship dungeons
- Designed onboarding beaches
- Implemented intro and player selection







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.
- Designed many interconnected levels
- Implemented gameplay in first level
- Animated dropships and doors
- Metroidvania lock and key designs
- Tuned player flow, gameplay difficulty
- Setup saving






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.
- Designed onboarding levels
- Rapidly iterated on layouts, encounters
- Built and tuned combat spaces
- Shipped a console title in 10 months

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.
- Designed and built multiplayer maps
- Designed multiplayer progression
- Implemented collectible systems
- Wrote pickup dialogue lines

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.
- Designed many levels, puzzles, arenas
- Leadership role on level team
- Crafted gameplay with pacing, tension
- Finalized console features
- Wrote and managed localization text



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.
- Designed onboarding coop level
- Gameplay for Jungle, Ice and Base
- Built spaces for multiple abilities
- Tuned encounter pacing for teams
- Implemented gameplay scripting

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.
- Designed and built The Louvre
- Designed and built Temple Church
- Scripted gameplay sequences
- Created in-engine dialogue cinematics
- Managed memory for consoles

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.
- Designed onboarding levels from film
- Crafted combat supporting melee
- Implemented gameplay and scripting
- Recreated camera shots from film
- Animated space battles in backgrounds



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.
- Designed, textured and lit levels
- Created the impossible room, castle exterior, the final boss and other iconic set pieces
- Created puzzles and boss encounters
- Scripted gameplay and cinematics
- Contributed to FX, save systems, and managing memory for console releases

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.
- Created art assets for Enclave tileset
- Created art for inventory items
- Painted gore animations
- Gained hands-on experience

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.
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.
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.
New World: Aeternum - Nighthaven - Memora Singur
I designed and implemented gameplay for the main story quest, "A Long Time Coming".
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".
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".
New World: Aeternum - Full Main Story Quest
I designed the starting areas including the zone Windsward for the Full Main Story Quest line.
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.
Dragon's Lair 3D
Star Wars Episode 3 - Revenge of the Sith
01 - Rescue over Coruscant
03 - Peril in the Elevators
04 - Settling the Score
06 - The General's Right Hand
Square Route - (Unity)
Floppy Santa - (Unity)
Battleship - Mission 01 - The Arrival
Battleship - Mission 02 - Construction
Silent Hill Homecoming
G.I. Joe: The Rise of Cobra
Front Mission Evolved
Da Vinci Code
Contact
Let’s connect to discuss game design opportunities, collaborations, or new projects.