Jacques Gwenin
Technical Level Designer @Astral Clocktower Studios
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WORK HISTORY
Technical Level Designer @Astral Clocktower Studios
GB
responsible for building, optimizing, and scripting gameplay environments for Kristala in Unreal Engine 5- ensuring each level offers tightly balanced exploration, traversal, and combat experiences, seamlessly integrating design intent with technical performance- level creation and optimisation- collaborate closely with the design and programming teams to implement enemy encounters, combat setups, and interactive gameplay elements that support Kristala’s fast-paced, Soulslike feel and atmospheric world design.
EDUCATION
University of Staffordshire
Bachelor's degree, Computer Games and Programming Skills
ABOUT JACQUES GWENIN
I’m a passionate and adaptable Game Designer with a strong foundation in both technical implementation (Unreal Engine - Blueprints & C++) and gameplay design, with a particular interest in AI combat systems and creating impactful player experiences.I thrive in collaborative environments, having led and contributed to projects where I created tools, gameplay systems, and core loops that empowered both designers and developers. I enjoy bridging the gap between design and technical disciplines, whether that’s prototyping features, refining combat feel, or building scalable systems that other team members can easily use.My approach is hands-on and player-focused: from fine-tuning gameplay feedback (VFX, screen shake, hit responses) to designing tools like Data Assets that streamline workflows for teams. I value open communication, iteration, and creating solutions that push both quality and efficiency.I’m excited to bring my skills to a studio where I can contribute to building memorable worlds, smart AI, and compelling gameplay systems, while continuing to grow my craft.
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