
Jacob Norber developed core gameplay systems and level design foundations for the AlexisBliesener/Bewitched repository, focusing on scalable environments, onboarding, and progression mechanics. He used Unity and C# to implement blockouts, navigation aids, and interactive elements, iteratively refining layouts and gameplay flow to support early playtesting and reduce downstream rework. Jacob integrated 3D modeling and ProBuilder for environment expansion, while tuning the in-game economy and drop systems to balance monetization and player progression. His work included bug fixes for collision, UI, and progression blockers, resulting in stable, polished levels and encounters that improved playability, onboarding, and overall game performance.

December 2025 (AlexisBliesener/Bewitched): Delivered targeted polish, balance, and stability improvements that enhance playability, progression, and performance across core levels and encounters. Focused work on visuals and interaction polishing, loot balance, and boss encounter tuning, complemented by critical progression and UI/collision fixes to reduce blockers and improve player feedback. Business value realized through smoother gameplay, clearer progression pacing, and lower runtime lag in boss fights.
December 2025 (AlexisBliesener/Bewitched): Delivered targeted polish, balance, and stability improvements that enhance playability, progression, and performance across core levels and encounters. Focused work on visuals and interaction polishing, loot balance, and boss encounter tuning, complemented by critical progression and UI/collision fixes to reduce blockers and improve player feedback. Business value realized through smoother gameplay, clearer progression pacing, and lower runtime lag in boss fights.
Monthly work summary for 2025-11 focused on delivering core gameplay depth and monetization balance for AlexisBliesener/Bewitched. Key work includes a Level Design Overhaul for Levels 1 and 2 and tuning of the drop system and card economy, resulting in clearer progression and stronger monetization signals.
Monthly work summary for 2025-11 focused on delivering core gameplay depth and monetization balance for AlexisBliesener/Bewitched. Key work includes a Level Design Overhaul for Levels 1 and 2 and tuning of the drop system and card economy, resulting in clearer progression and stronger monetization signals.
Concise monthly summary for 2025-10 focusing on delivering core game development milestones in AlexisBliesener/Bewitched, including level design foundations, richer gameplay assets, and economy tuning. Highlights business value through faster iteration, improved player progression, and increased stability.
Concise monthly summary for 2025-10 focusing on delivering core game development milestones in AlexisBliesener/Bewitched, including level design foundations, richer gameplay assets, and economy tuning. Highlights business value through faster iteration, improved player progression, and increased stability.
In September 2025, the Bewitched project advanced core gameplay polish and onboarding readiness, delivering a scalable foundation for future iterations. The team focused on Level 1 redesign and environment expansion, complemented by a Tutorial setup and UI/UX refinements to improve onboarding and accessibility. The work enhances player navigation, reduces onboarding friction, and strengthens the product’s early-stage value proposition while establishing reusable patterns for future sprints.
In September 2025, the Bewitched project advanced core gameplay polish and onboarding readiness, delivering a scalable foundation for future iterations. The team focused on Level 1 redesign and environment expansion, complemented by a Tutorial setup and UI/UX refinements to improve onboarding and accessibility. The work enhances player navigation, reduces onboarding friction, and strengthens the product’s early-stage value proposition while establishing reusable patterns for future sprints.
August 2025 delivered foundational Level 1 blockout and environment design for the Bewitched project, establishing core layout, navigation aids, and gameplay flow to enable early playtesting and faster iteration. The work reduces downstream rework by locking in level geometry, transforms, and collision boundaries early, aligning with design goals and set-up for subsequent content.
August 2025 delivered foundational Level 1 blockout and environment design for the Bewitched project, establishing core layout, navigation aids, and gameplay flow to enable early playtesting and faster iteration. The work reduces downstream rework by locking in level geometry, transforms, and collision boundaries early, aligning with design goals and set-up for subsequent content.
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