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Jonathan Fagan

PASSION FOR ENGAGING
COMBAT DESIGN & STORY TELLING

My interest in combat design began at 8yrs old. I started playing Street Fighter II on my Super Nintendo and would try to find all the special moves of my main character had (I main'ed Ryu). As I got older, I got older I started to dream about making my own game and started to draw characters that lived in my imagination. I gave them special moves, abilities, powers and even created a story world for them to live in. 

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My skills in combat design came from the many years I used to play fighting games in the arcade. I focused heavily on the feeling between attacks and how they linked. How each character's normals, command attacks, special moves and supers clearly translated into how each character presented themselves and how each move was a representation of their personality. I especially loved games where I could create a character. I used to spend hours putting move set's together to create the perfect character.  

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​As a gameplay developer who developing my skills in Unreal Engine and Unity, I tend to look back at games that have left a big impression on me. Game's I like Street Fighter, Metal Gear Solid, Bayonetta, Dragon Ball Z, FF7, Nier Automata, Devil May Cry, Grand Theft Auto, Ghost Recon, Spider-Man (I got platinum trophies in all 3 games) left a big impression on me. From the story elements of each game, or even the feeling that I get from playing as my favorite character I remember all of those experiences well. As they inspired me to become a gameplay developer. 

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I want to make games that gives players a certain feeling of empowerment, intrigue, wonder, and excitement. While developing I focus on Character Movement, Skills, Special Abilities, and Uniqueness. I've broken down game mechanics and did my best to recreate them like in my Mega Man X Remake Project. The Wall Jump and Wall Slide mechanic for example was challenging to recreate as I had to use a Raycast to check if I hit a wall and see if that wall was a parkour obstacle of a wall that allowed wall jumping. Wall Sliding used the same method of checking to see if I was on a wall or not and then changing how hard gravity pulled the player down. I want to use my skills to help a studio make the next best greatest IP and I know my skills would be a great contribution to any team I'm on.

 

I'm always open to feedback and can reached at the email below.  Happy Dev'ing. 

Jonathan Fagan © 2025 - All Rights Reserved

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