Joel Usher

CEO

Los Angeles, California, United States17 yrs 4 mos experience
AI Enabled

Key Highlights

  • Expert in Combat and AI design for third-person games.
  • Led teams to develop innovative AI systems and combat mechanics.
  • Extensive experience in level design and gameplay scripting.
Stackforce AI infers this person is a Video Game Design Expert specializing in AI and Combat systems.

Contact

Skills

Core Skills

Game DesignAi DesignAi SystemsCombat DesignGame DevelopmentLevel DesignGameplay MechanicsAi DevelopmentScripting

Other Skills

Unreal Engine 5Unreal EngineVideo GamesWeb DesignCopywritingLevel ScriptingGameplay ScriptingPS3Game MechanicsUnreal EditorUnreal Engine 3WritingXbox 360GameplayComputer Games

About

A game design leader who specializes in Combat and AI for third person games.

Experience

17 yrs 4 mos
Total Experience
2 yrs
Average Tenure
1 yr 2 mos
Current Experience

Blizzard entertainment

Principal Designer, Combat AI

Mar 2025Present · 1 yr 2 mos · Irvine, California, United States · Hybrid

Netflix

Lead Combatants Designer

Apr 2024Nov 2024 · 7 mos · Studio Blue · Remote

  • ● Responsible for working with the Creative Director to develop and expand the intellectual property of our enemy characters (including developing them for transmedia use)
  • ● Designed our two enemy factions and socialized their designs with the team
  • ● Worked with the Lead AI Engineer to structure our utility-based AI system in Unreal Engine 5.
Game DesignAI Design

Airship syndicate

2 roles

Lead Designer - AI

Promoted

Jun 2023Apr 2024 · 10 mos · Los Angeles, California, United States · Remote

  • ● Responsible for setting the quality bar for AI systems and creature content for our co-op third person melee action game, Wayfinder.
  • ● Balanced game wide difficulty for all content.
  • ● Set technical direction and priority for AI systems.
  • ● Managed a team of three designers. Led the creature team of between 8-12 people.
  • ● Designed and implemented five bosses and tens of enemies in Unreal Engine’s Gameplay Abilities System.
AI SystemsGame Design

Principal Designer

Jan 2023Jun 2023 · 5 mos · Los Angeles, California, United States · Remote

People can fly studio

Lead Combat Designer

Jul 2021Jan 2023 · 1 yr 6 mos · New York, New York, United States

  • ● Responsible for establishing the quality bar for the combat system.
  • ● Designed foundational weapons and player abilities.
  • ● Worked with engineering to develop data-driven tools for combat
  • designers in Unreal Engine 5.
  • ● Hired, trained and mentored combat team members.
Combat DesignGame Development

Insomniac games

Designer

Sep 2019Jul 2021 · 1 yr 10 mos · Los Angeles Metropolitan Area

  • ● Designed and built the moving, broken float level in the opening
  • sequence of Rift Apart.
  • ● Designed the majority of the Clank Puzzles. Designed and polished
  • Clank player mechanics.
  • ● Designed and built all non-race Arena Challenges for Rift Apart.
  • ● Prototyped rift mechanics and their puzzle applications.
  • ● Blocked out level segments in multiple worlds.
Level DesignGameplay Mechanics

Amazon game studios

AI Lead/Game Designer II

Sep 2014Sep 2019 · 5 yrs

  • New World
  • Developed data-driven character pipeline with engineering from the ground up including animation implementation tools, character state and transition solutions, AI behavior and perception systems, level layout tools and more.
  • Owned designer tasking and technical direction for AI Team including generating detailed feature requests and task lists, scheduling against milestones, setting acceptance criteria and providing detailed feedback and approvals for character designs.
  • Owned eight creature designs from concept to current alpha state. Tasked engineering, animation, and effects.
  • Designed and implemented melee combat and traversal for third person PVP combat.
AI DevelopmentGame Design

Crytek usa

Designer II

Jan 2013Aug 2014 · 1 yr 7 mos · Austin, Texas Area

  • Hunt: Horrors of the Guilded Age
  • Worked on a small team that designed a unique level/asset randomization system.
  • Designed and built multiple enemies including the hammer-wielding enemy seen in Hunt's E3 demo.
  • Helped design and implement multiple unannounced mission types.
  • Designed and scripted a variety of gameplay objects including doors, interactive objects, unannounced equippable items, traps and events.
  • Worked with programmers to develop a system for dynamic item spawning.
  • Designed and built levels to support our diverse mission types.
Level DesignGameplay Mechanics

Vigil games

3 roles

Designer II

Promoted

Jul 2012Jan 2013 · 6 mos

  • Oversaw six dungeons from paper maps to ship quality for Darksiders II.
  • Scripted a wide variety of puzzles and events.
  • Scripted the behavior for Karn, an NPC companion that travels with Death throughout Darksiders II’s largest dungeon, The Foundry.
  • Worked on resource management in most levels of Darksiders II.
  • Became a major source for technical information regarding Vigil’s proprietary visual and text scripting languages. Proposed detailed technical requests from Programming.
  • Designed systems and scripted events for an unannounced title.
  • Trained incoming designers on Vigil’s proprietary tools and 3D Studio Max
Level DesignScripting

Associate Designer

Promoted

Jun 2010Jul 2012 · 2 yrs 1 mo

  • I was responsible for bringing levels from paper maps to ship quality on Darksiders II.

QA Tester

Nov 2008May 2010 · 1 yr 6 mos

  • I reported new bugs found on Darksiders and verified that old bugs had been fixed. I also worked with our publisher and their QA process.

University of texas at austin

Information Analyst Trainee

Nov 2007Mar 2008 · 4 mos

  • At this position, I learned how to write database programs, web scripts and web interfaces for the university using a variety of proprietary languages.

Education

Dickinson College

BA

Jan 2003Jan 2007

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