Technical Game Designer · Boss & Enemy Design

I design and build bosses, enemies and combat systems.

Working in Unreal Engine, from paper design to playable Blueprints.

Currently at Evil Raptor on Far Far West · Previously Midgar Studio

Jonathan Petris

Featured work

Bosses, enemies and combat

Multiplayer co-op FPS · Evil Raptor

Far Far West

Gameplay Developer / Technical Game Designer · Sep 2026 – Present

  • Design boss encounters end to end: phases, attack patterns and player counterplay tailored to multiplayer co-op.
  • Develop and implement bosses in Blueprints, from first prototype to fully playable fights.
  • Design enemies (roles, behaviors and abilities) to create varied and readable co-op combat situations.
  • Contribute to overall game design, iterating on gameplay features with the animation, programming and art teams.

(AA) JRPG · Midgar Studio

Edge of Memories

Technical Game Designer · Sep 2024 – Jun 2026

  • Developed and implemented technical solutions to support gameplay features and production tools.
  • Documented and presented new system designs to technical and creative team members.
  • Built and maintained scalable game systems with the animation, programming and art teams.
  • Optimized production workflows to refine systems and make them shippable.

Freeflow combat prototype · Personal project

Shino

Developer

A 3D combat prototype built around freeflow mechanics and aerial-ground transitions through a custom levitation system.

Focused on 3Cs, gamefeel and combat. I handled the gameplay documentation, the system implementation and the combat design iterations to reach a fluid, dynamic and expressive combat flow.

Roguelite TPS · Team of 25

Stormcore

Game Designer

  • Defined the 3Cs (Character, Camera, Controls) and contributed to combat design.
  • Designed AI abilities, behaviors and reactions.
  • Designed game features with three other designers and wrote the design documents.
  • Validated and iterated on features with the team to match the design intentions.

Cartoon RTS · Team of 15

There's No Dragon

Game & AI Combat Designer

  • Designed friendly and enemy units, with their AI abilities, behaviors and reactions.
  • Designed a tool for the wave spawning system and worked on combat design.
  • Organized public playtest sessions and applied the feedback to the game.

Contact

Let’s build great fights together

Open to Technical Game Designer and Combat / Boss Designer opportunities. Feel free to reach out by email or on LinkedIn.