Jordan Koruntoff
Project Titan – Game Design

Project Titan is a yet to be released 3rd person mecha shooter game that I worked on as a senior designer for 2 years.
Overview
As the combat, character and moment to moment designer on Project Titan my duties included:
- Being the owner/vision holder for character design and combat
- Combat scenario set-up and tuning
- Designing new mechs
- Moment to moment gameplay tuning
- Light blueprint work
- System design
- QA
Overall, my time was largely spent designing new mechs, implementing them into the world,
tuning all of their various attributes and abilities, and designing foundational systems.
Project Titan Design
Project Titan had a number of core mechs and systems we were designing – due to NDA I cannot reveal any of the up to date documents or info, but can share some of the earlier works i’ve done for both characters, systems, and mechanics.

The ranger mechas were designed with deep customization and a heavy offense focus. They were designed with aggressive players in mind who want to unleash devastation across the battlefield.

The heat system was a design that encourages a risk/reward mentality for players where they wanted to juggle their gauge without going over, but during combat would become very difficult to perfectly manage as a very prominent skill vector for the player.

Ephemera was one of the mechs we showcased on our social media, and was nearly a finished concept – featuring a sleek design with twin pistols, she was designed to be fast, elusive, and lethal.


Ephemera’s abilities were designed to encourage her to play a very active and agile game – she has a focus on dealing consistent damage and then finishing combats off with her Overdrive that she builds up over the course of the combat.
To help combat her natural frailty her passive Ephemeral Escape was designed to provide her a breather and the ability to reposition.
Overall Ephemera was a stand-out in our testing that we moved forward with as one of our premier characters.