Orlando J.
Associate Combat Designer @Zenimax Online Studios
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WORK HISTORY
Associate Combat Designer @Zenimax Online Studios
Helped design and implement core third person combat systems, including ranged weapon feel, targetinglogic, and ability-driven combat loops. Worked with engineers to prototype player kits from the ground up using networked state machines andvisual scripting, focusing on fast iteration and sync across systems. Collaborated with animation, VFX, and audio to polish player kits and weapons for a high-visibility Xboxleadership demo, focusing on timing, clarity, and impact. Wrote foundational design docs outlining melee principles and weapon archetypes, used by the team toalign direction and inform early prototyping. Prototyped experimental weapons and abilities outside scope to test engine limits and pitch new combatpossibilities for future features. Supported the development of cooperative player kits by exploring mechanics that encouraged synergy,team positioning, and role clarity. Incorporated playtest feedback to improve UI clarity, input response, and moment-to-moment combat feelacross player kits. Built and maintained a shared test level used by Art, Animation, VFX, and AI teams to validate combatsystems and align on timing, readability, and feel.
EDUCATION
Full Sail University
Bachelor of Science - BS, Game and Interactive Media Design
Full Sail University
Bachelor's degree, Game Design
Facing History School
High School Diploma
SKILLS
ABOUT ORLANDO J.
Combat Designer with 3 years of experience designing responsive gameplay systems…
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