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{
"$type": "com.weareonhire.profile",
"countryCode": "US",
"createdAt": "2026-04-28T09:56:06.636Z",
"introduction": "Making games has been my passion since I was 12 years old, when I started designing custom fan-made levels for Halo: Custom Edition and Team Fortress\n2.\n\nI got my start in the industry at Electronic Arts, working as a gameplay engineer on the Battlefield Mobile team in Unreal Engine\n4. I worked on the project for most of its lifespan, beginning by engineering the game's weapon handling systems. Later, I would become the engineer responsible for crafting the singleplayer tutorial experience through Antelope Canyon.\n\nIn 2023, I joined Respawn on the Star Wars FPS team, using Unreal Engine\n5. I built on my experience with the Battlefield Mobile tutorial to develop tools that support combat and level designers. These tools focused on controlling the flow of story-driven missions: managing AI spawns, objectives, and world streaming logic. As part of this, I built a user-friendly Blueprint editor for encounter scripting, handling complex cases like unlocking doors in unloaded World Partition cells.\n\nWhen the Star Wars project was cancelled in 2024, I was recognized for my Unreal expertise and joined Respawn’s Central Technology group to assist with early-stage prototyping in UE5. As part of a small, agile team, I handled \"a little bit of everything\", from networked multiplayer gameplay systems to continued support for rapid iteration tools. I can provide more details about my time in this role upon request.\n\nIn 2025, I rolled onto the Apex Legends team as a gameplay engineer, supporting designers with prototyping new content for future seasons. I’ve also contributed incremental bugfixes starting with Apex Legends Season 27.",
"name": "Jay Stevens",
"title": "Passionate gameplay engineer experienced in Unreal Engine | Respawn Entertainment (EA)"
}