I don’t just dress to impress — I dress my games to stun
My name is Michael Cammack
About me, myself and I
My name is Michael Eugene Cammack Jr., and I’ve been playing video games for as long as I can remember. That passion eventually led me to earn a Bachelor’s degree in Game Design and pursue a career focused on designing thoughtful, system-driven gameplay experiences.
I gravitate toward games that emphasize teamwork, clear roles, and player cooperation. I’m especially drawn to MMORPGs like Final Fantasy XIV, where systems such as Tanks, Healers, and DPS must work together to succeed, as well as tactical shooters like Rainbow Six Siege and team-based games like Apex Legends. I often enjoy playing support roles, which reflects how I approach both games and collaboration — enabling others, understanding the bigger picture, and helping ensure everything works smoothly.
That same mindset carries into how I work on teams. I consider myself a strong team player who values clear communication, collaboration, and doing my part to help projects succeed, whether that’s through design iteration, feedback, or implementation support.
Outside of games, I enjoy music. I played trumpet for six years from middle school through high school and learned piano during that time as well. I enjoy a wide range of music, especially melodic, chill dubstep.
Where to find me
• YouTube
Let’s work together
I’m available at:
Welcome to the portfolio of the game design extraordinaire Michael Cammack!
I’m a game designer with a strong focus on gameplay systems and iterative design. I enjoy taking ideas from concept to playable form, testing them in real scenarios, and refining them based on how they actually feel in-game.
I graduated from Full Sail University in 2022, where I built a foundation in level design, gameplay scripting, and full-project development. Since then, I’ve continued developing my skills through personal and solo projects, applying what I’ve learned by designing, implementing, and iterating on complete gameplay systems.
Here you’ll find a mix of my academic work and personal projects, including Project: Feel The Vibe, a four-month solo development project that showcases my approach to systems design, iteration, and ownership.
Where I fit in Game Development
Main skills
• Systems Design & Mechanic Balancing
• Gameplay Rules & Player Progression
• Player Onboarding & ExperienceDesign
• Playtesting (Qualitative Analysis & User Behavior Evaluation)
• Data-Driven Iteration & Design
Refinement
Tools
• Unity(C#)
• Unreal (Blueprints)
• Jira, Confluence, Trello
• Plastic SCM, Perforce
Experience
Game Designer
Well Dressed Games Studio
September 2025 - January 2026
- Defined and implemented core gameplay systems and rule sets, including stance-based combat, energy economy, and modular enemy interactions.
- Designed mechanics and constraints that governed player abilities, resource usage, and overall gameplay strategy.
- Conducted iterative playtesting using qualitative feedback and observed player behavior to refine gameplay systems.
- Analyzed playtest results to identify friction points and adjusted mechanics to improve clarity, balance, and engagement.
- Developed clear, organized design documentation outlining system behavior, mechanics, and implementation details, and provided guidance for consistent content implementation.
https://mcammack.com
3D Level Developer
Caution Ready Games LLC
December 2021 - September 2022
- Created level blockouts in Unity based on provided bubble diagrams and design direction.
- Implemented and maintained Plastic SCM workflows within Unity to share updates with team.
- Imported and integrated character models and assets from artists into the game environment.
- Set up and maintained Plastic SCM version control workflows for a distributed team.
https://mcammack.com
Education
Bachelor of Science in Game Design (B.S.)
Full Sail University, Winter Park, FL
September 2019 - February 2022
Academic Projects:
Game Designer/Full Sail University Capstone – Atonement
October 2021 – February 2022
- Planned and documented gameplay systems using Confluence.
- Designed mechanics in Unity using C# such as a teleportation system, enemy boss behavior, and projectiles.
- Tested builds and recorded bugs using Jira.
- Utilized Perforce for version control and collaboration
https://mcammack.com
