Who is the mystery known as Jesse Mercer?

Gameplay Programmer Focused on Systems, Feel, and Player Experience

I’m a gameplay programmer who specializes in building moment-to-moment systems that feel responsive, readable, and fun to push to their limits. My work sits at the intersection of design and engineering—turning prototype ideas into stable, shippable features that respect both creative intent and technical constraints.

I focus on gameplay systems such as combat, abilities, progression, and moment-to-moment interaction, with an emphasis on clean architecture, maintainable code, and performance in real-time environments. Whether I’m iterating on a prototype, extending an existing system, or refactoring legacy logic, the goal is the same: deliver reliable gameplay features that support designers and give players a tight, satisfying experience.

Featured Gameplay Development

Past Projects / Demonstrations

Lead Programmer / Player / AI Systems

Jesse’s Core Expertise

Systems-level Design and Architecture

Gameplay Systems

Designing interactive and scalable game mechanics with precision.

Prototype Development

Rapid creation of functional prototypes using Unreal Engine and Unity.

Systems Engineering

Implementing robust, efficient game architecture for seamless player experience.

Technical Skills

Languages

  • C++ – primary language for engine work, systems programming, and performance-critical code
  • C# – gameplay programming and tooling in Unity
  • Blueprints – rapid prototyping and gameplay logic in Unreal Engine
  • Python – small tools and prototypes, including simple Pygame experiments
  • Shader Fundamentals – HLSL/GLSL for effects and pipeline understanding, up to and including full PBR texture workflows and lighting

Engines & Tools

  • Unity – gameplay systems, UI, and small vertical slices
  • Unreal Engine 5 – Blueprint-driven prototypes and gameplay features
  • Custom C++ / Vulkan Engine – from-scratch renderer, tools, and gameplay layer (1988)
  • ImGui – in-engine debug UIs, inspectors, and tooling
  • Gateware – framework support for windowing and low-level systems in custom engine work
  • Git / GitHub – version control for solo and team projects
  • Visual Studio – main C++/C# development environment

Specialties

  • Gameplay Systems – movement, combat, interaction, and moment-to-moment feel
  • Prototyping & Vertical Slices – small, focused builds that prove ideas quickly
  • Custom Engine & Low-Level Graphics – Vulkan pipeline, resource management, and core systems
  • UI & In-Game Tools – debug views, inspectors, and basic HUD/UX implementation
  • Systems Architecture – keeping code modular, debuggable, and maintainable
  • Technical Debugging – tracking down weird behavior in real-time systems

My Development Journey

I’ve helped create and ship several projects during my degree and independent work:

1988 – Custom-Engine Vertical Shooter
A vertical scrolling shooter inspired by arcade classics like 1942, built on a custom C++ engine using Vulkan, ImGui, and Gateware. I implemented the rendering pipeline, core gameplay loop, collision/bounding systems, resource loading, input, and in-engine tools.

Ghosts in the Graveyard – Unity FPS Portfolio Project
A low-poly, Halloween-themed first-person shooter built in Unity in a “game jam” style for a Portfolio II class. Short, focused, and atmosphere-driven, this project was all about creating a complete loop quickly: movement, shooting, enemies, and a clear beginning-to-end experience under tight time constraints.

The Last Kingdom – Unity FPS, Player & Weapons Lead
A Unity-based first-person shooter where players fight waves of small AI skeletons using a variety of weapons. I served as the lead for player interaction and weapon systems, owning the feel of movement and shooting, weapon behavior, and how the player actually engages with the game moment to moment.

Additional Prototypes & Technical Demos
Smaller projects, such as my implementation of Conway’s Game of Life and other prototypes, where I focused on simulation logic, data flow, and keeping core logic cleanly separated from rendering and UI. These aren’t full games, but they show how I approach systems, experimentation, and debugging.

These projects taught me how to scope features, ship under deadlines, work with teams, and build gameplay and systems that are actually playable—not just technically interesting on paper.

Who I Am as a Developer

I’m a gameplay and systems programmer who likes being close to the metal when it matters and close to the player experience where it counts. I’m not waiting for the industry to hand me a role—I’m building my own track record through shipped games, custom tech, and small projects that actually make it into players’ hands.

Connect With The Developer

Engage with Jesse’s insights and stay updated on current gameplay programming techniques.

Add me on Discord