WELCOME
Hi, I'm Jared Ellis! I'm a Technical Game Designer based in Dallas, TX. Learn more about me here.
4 Shipped Titles
6 Years of Game Dev
8 Years of Coding
Professional Work
Technical Designer | Unreal Engine 5 (C++/Blueprints) | 30 Team Members | Released, 200K+ units sold; 90K+ players
Grimhook is a fast-paced first-person action platformer where players bounce, dash, and grapple through flooded caverns as Dart, wielding Lovecraftian powers to decimate robotic foes and uncover ancient mysteries beneath the city of Miletos. Originally built for the SGDA 2023 Summer Game Jam the project grew into a full-length demo developed by a 30-person team. I served as Technical Designer, contributing to combat abilities, UI, audio systems, and cinematic transitions.
Project Lead & Technical Designer | Unity (C#) | 10 Team Members | Early Access
The Colony 2044 is a survival colony simulation set in a post-apocalyptic world overrun by zombie bunnies. Players lead a colony of survivors, managing resources, constructing a base, and navigating social dynamics in search of a cure hidden within one of their own. As Project Lead and Technical Designer, I oversaw the game’s vision and development, while building key systems for colony management, AI behavior, and simulation balance.
Other Projects

Project Chameleon
Project Lead & Technical Designer | Unreal (C++/Blueprints) | 10 Team Members | Unreleased
Project Chameleon is a competitive multiplayer FPS centered around stealth, momentum, and tactical decision-making. Players wear adaptive military suits that shift visibility based on movement (fully invisible while crouching, faintly visible when still, and increasingly exposed at high speeds). Featuring classic game modes like Team Deathmatch, CTF, Domination, and One in the Chamber, the game rewards both fast reflexes and strategic positioning. As Project Lead and Technical Designer, I directed the game’s vision while developing core systems for player invisibility, combat mechanics, and game mode logic.
College Work & Game Jams
Gameplay Programmer | Unreal Engine 5 (C++/Blueprints) | 60 Team Members | Game Lab
Cosmic Combat is a fast-paced multiplayer arena brawler where 2 to 4 combatants from across the galaxy clash in high-stakes competitions of strength and agility. Set in a universe where the Galactic Gladiator Games are broadcast once every decade, players battle for glory across two distinct game modes. As a Gameplay Programmer, I implemented core combat systems, player mechanics, and game mode logic to bring this interstellar sporting event to life.
Gameplay Programmer | Unreal Engine 5 (C++/Blueprints) | 6 Team Members | Global Game Jam
Make The King Giggle is a musical first-person grid-based RPG adventure where players must bring joy to a gloomy king by presenting him with “hope”. Navigate a tile-based world using simple movement controls and interact with quirky characters to complete humorous tasks and challenges. As Technical Designer, I developed core movement systems, interaction mechanics, and helped shape the game’s playful tone through design and implementation.

Gameplay Programmer | Unreal Engine 5 (C++/Blueprints) | 5 Team Members | SGDA Game Jam
Bloodthyrst is a first-person stealth game developed during a game jam, where you play as a vampire trapped within the haunted halls of an ancient cathedral. To survive, you must navigate its shadowy corridors, evade patrolling wardens, and manage your ever-draining bloodthirst by staying close to unsuspecting humans. Use your blood-sight to scout ahead and plan your path to freedom. As Gameplay Programmer and Technical Designer, I developed core stealth mechanics, enemy behavior systems, and player abilities to support the game’s tense, atmospheric experience.
Gameplay Programmer | Unreal Engine 5 (C++/Blueprints) | 40 Team Members | Game Lab
Death Bloom is a horror puzzle game where players must survive the night by uncovering and burning the heart of Arveado. Guided by a mysterious storybook, you’ll explore a twisted forest dwelling, solve puzzles, and recover lost pages to unveil the secrets hidden within. As Gameplay Programmer, I implemented core character systems and interactive puzzle mechanics, shaping the moment-to-moment gameplay in this eerie, narrative-driven world.
User Experience Research
UX Researcher | Id Tech 7 (SQL, Tableau, Qualtrics) | 20 Team Members
DOOM Eternal is a high-speed, brutal first-person shooter that pushes players to master movement, weapons, and strategy in a relentless fight against Hell’s armies. As a User Experience Researcher, I collaborated closely with design, development, and QA teams to inform key design decisions, improve gameplay mechanics and UI/UX, and elevate overall player satisfaction. I produced in-depth research reports with actionable insights that directly influenced feature prioritization and enhanced the player experience.
UX Researcher | Unreal Engine 4 (SQL, Tableau, Typeform) | 12 Team Members
Borderlands 3 is a chaotic looter-shooter blending over-the-top action with deep RPG systems and humor-filled storytelling. As a User Experience Researcher, I utilized data analytics to track player progression, decision-making, and engagement trends providing insights that helped refine game balance and overall user experience. Through A/B testing and heatmap analysis, I identified interaction patterns and player pain points, directly informing improvements to combat mechanics, quest flow, and loot systems.