Axel Woermann

Bis 2025, Senior System Designer, Gunzilla Games
Düsseldorf, Deutschland

Fähigkeiten und Kenntnisse

Software Development
Video Games
Game Design
Systems Design
3C Designer
Gameplay Systems Design
Combat Design
Ability Design
Unreal Engine 5
C++
Blueprints
Prototyping
Game Balancing
Python
Flask
SQL
REST APIs
Large Language Models (LLM)
Team Leadership
Gameplay Ability System (GAS)
Cross-functional Collaboration
Artificial intelligence

Werdegang

Berufserfahrung von Axel Woermann

  • 4 Monate, Nov. 2025 - Feb. 2026

    Senior System Designer

    welevel GmbH

    Solid River - Designed and balanced unlock, progression and crafting systems in Unreal Engine 5. - Wrote design documentation and partnered with engineering through implementation and iteration.

  • 3 Jahre, Nov. 2022 - Okt. 2025

    Senior System Designer

    Gunzilla Games

    Off the Grid - Led a cross-disciplinary feature team of five, owning vehicle gameplay from concept through implementation, iteration and polish. - Designed and implemented vehicle systems built around player control, responsiveness and moment-to-moment engagement. - Worked closely with engineering and other disciplines to turn design goals into production-ready gameplay features.

  • 2 Jahre und 1 Monat, Okt. 2020 - Okt. 2022

    System Designer (Tech Focus)

    Gunzilla Games

    Off the Grid - Designed and implemented core 3C systems in Unreal Engine 5, focused on responsive movement and strong game feel. - Built core player mechanics, including dodge and melee, in Blueprints, C++ and GAS. - Designed ability-driven gameplay systems, including limb-based abilities; prototyped, debugged and playtested features throughout development.

  • 1 Jahr und 11 Monate, Nov. 2018 - Sep. 2020

    Junior Game Designer

    Ubisoft Blue Byte GmbH

    Avatar: Frontiers of Pandora - Developed mount traversal for the Direhorse and Banshee, covering movement, stamina and control responsiveness. - Implemented threat response and obstacle avoidance to deepen immersion and improve the player experience. - Iterated on gameplay systems through prototyping, debugging and playtesting with design and engineering.

  • 4 Jahre und 11 Monate, Jan. 2014 - Nov. 2018

    QA & Development Tester (Design Support)

    Ubisoft Blue Byte GmbH

    For Honor, Assassin's Creed Identity, The Settlers: Kingdoms of Anteria - Supported gameplay testing, debugging, balancing and feature validation alongside design and engineering. - Investigated gameplay issues and helped refine player-facing systems, including combat balancing.

Ausbildung von Axel Woermann

  • Bis heute 4 Monate, seit Aug. 2026

    Software Engineering - AI Engineering

    Masterschool (MSIT)

    Full-time, online. Production Python, OOP, Flask back-end and REST APIs; LLM APIs, prompt engineering, AI agents and cloud deployment.

  • 2010 - 2013

    Game Design

    Mediadesign University of Applied Sciences

Sprachen

  • Deutsch

    C2 (Verhandlungssicher / Muttersprachlich)

  • Englisch

    C2 (Verhandlungssicher / Muttersprachlich)

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