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Jay Stevens

Jay Stevens

(he/him)

Passionate gameplay engineer experienced in Unreal Engine | Respawn Entertainment (EA)

Senior Software Engineer (Gameplay, Apex Legends) at Respawn Entertainment

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Making games has been my passion since I was 12 years old, when I started designing custom fan-made levels for Halo: Custom Edition and Team Fortress 2.

I got my start in the industry at Electronic Arts, working as a gameplay engineer on the Battlefield Mobile team in Unreal Engine 4. I worked on the project for most of its lifespan, beginning by engineering the game's weapon handling systems. Later, I would become the engineer responsible for crafting the singleplayer tutorial experience through Antelope Canyon.

In 2023, I joined Respawn on the Star Wars FPS team, using Unreal Engine 5. I built on my experience with the Battlefield Mobile tutorial to develop tools that support combat and level designers. These tools focused on controlling the flow of story-driven missions: managing AI spawns, objectives, and world streaming logic. As part of this, I built a user-friendly Blueprint editor for encounter scripting, handling complex cases like unlocking doors in unloaded World Partition cells.

When the Star Wars project was cancelled in 2024, I was recognized for my Unreal expertise and joined Respawn’s Central Technology group to assist with early-stage prototyping in UE5. As part of a small, agile team, I handled "a little bit of everything", from networked multiplayer gameplay systems to continued support for rapid iteration tools. I can provide more details about my time in this role upon request.

In 2025, I rolled onto the Apex Legends team as a gameplay engineer, supporting designers with prototyping new content for future seasons. I’ve also contributed incremental bugfixes starting with Apex Legends Season 27.

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Career: 12

Senior Software Engineer (Gameplay, Apex Legends)

Respawn Entertainment

Mar 2025 - Present

Provided gameplay engineering support for Apex Legends beginning with Season 27.0, using an in-house variant of Valve's Source Engine. Focused on prototyping and implementing gameplay updates in collaboration with designers for upcoming seasons.

C++SquirrelSource Engine

Senior Software Engineer (Generalist, Respawn Central Technololgy)

Respawn Entertainment

Chatsworth, California, United States

Mar 2024 - Feb 2025

Did "a little bit of everything" for early-stage prototyping within Unreal Engine 5. Work involved both gameplay programming and basic design for a variety of online-networked gameplay mechanics, as well as basic tooling support within the Unreal Editor to help content creators prototype gameplay more efficiently. More details available upon request.

C++Unreal Engine 5BlueprintPythonJenkins

Senior Software Engineer (Meta Systems, Untitled Star Wars FPS)

Respawn Entertainment

Dec 2023 - Feb 2024

Enhanced Unreal Engine’s stock level streaming system to support seamless traversal between arbitrary levels, maintaining uninterrupted first-person control. Also created a designer-facing markup and tagging framework to define and visualize gameplay spaces for encounter scripting and dynamic combat design, later reused on subsequent projects for its speed and ease of use.

Unreal Engine 5C++Blueprint

Software Engineer II (Meta Systems, Untitled Star Wars FPS)

Respawn Entertainment

Chatsworth, California, United States

Mar 2023 - Dec 2023

Worked on metagame systems on Respawn's Untitled Star Wars FPS project, using Unreal Engine 5. Extended the Unreal Editor with custom functionality to assist content creation roles in creating and managing singleplayer story-based missions (helpers for listening to events across world partition cells, reusable ways to trigger complicated functionality such as cutscenes, etc.).

C++BlueprintUnreal Engine 5

Software Engineer II (Gameplay, Battlefield Mobile)

Industrial Toys

Pasadena, California, United States

Jun 2021 - Mar 2023

Took ownership of the Battlefield Mobile First Time User Experience as we prepared for live service. Implemented a new tutorial with cutscenes and voice acting. Worked with a single level designer and studio production to create this "singleplayer" tutorial experience with detailed user telemetry data without requiring additional development resources. Used Sequencer and Unreal Blueprints to create in-game cutscenes for complex setpieces, including a first-person helicopter crash and skippable cutscenes. Our tutorial completion rate improved from ~30% to 75% in soft launch when compared to open alpha, exceeding target KPIs. After soft launch, I pivoted to fill a gap in studio audio needs. Learning Wwise on the job, I reduced audio CPU time significantly by improving efficiency of raycast calls. I also implemented performant audio occlusion and obstruction on mobile devices, plus I simplified designer audio workflow for faster iteration, taking the process from minutes to seconds. I worked closely alongside audio designers and writers to implement in-game voice-over and worked with external partners at Dolby to implement Dolby Atmos on mobile phones.

C++BlueprintUnreal Engine 4SequencerWwise

Software Engineer I (Gameplay, Battlefield Mobile)

Industrial Toys

Pasadena, California, United States

Aug 2019 - Jun 2021

I was responsible for working on getting the weapons of Battlefield Mobile looking and feeling good, working closely with the gameplay designers to get things up to their specs. I also expanded upon the assertion framework I built as an intern, integrating with our internal Slack. I extended Unreal's stock "BugIt" functionality to allow users to press a button to take a screenshot and send device diagnostics to an internal Slack channel for help with debugging.

C++Unreal Engine 4Blueprint

Engineering Intern (Gameplay, Battlefield Mobile)

Industrial Toys

Pasadena, California, United States

May 2019 - Aug 2019

Internship at EA Industrial Toys working as a Gameplay Engineer in Unreal Engine 4. During my time in this role I developed our internal bug report system which was used throughout the lifespan of the project to automatically create bug tickets whenever we had an assertion in gameplay code.

C++Unreal Engine 4Blueprint

Attractions Host

Disneyland Resort

Anaheim, California, United States

Sep 2014 - May 2019

Responsible for working as a team under the direction of an Attractions Lead to operate rides with a focus on safety, courtesy, show, and efficiency. Additional responsibilities include managing crowd control and guest flow, remaining flexible to solve sudden problems and ensure a smooth operation. Was named 2018’s Enchanted Tiki Room Cast Member of the Year. Awarded over 40 "Guest Compliments", where a guest commented to the Disney Company itself on the quality of my work.

Graphic Designer

Lauren Studios of California

Corona, California, United States

May 2013 - Feb 2019

Responsible for designing ID cards, posters, and tickets for schools and colleges from around California. Listened to client feedback and provided professional-quality images with a fast turnaround time.

Editor

Murrieta-Temecula Friday Night Lights

Temecula, California, United States

Aug 2013 - Sep 2014

Tasked with training and managing other journalists and photographers. Collected and edited articles from coaches and journalists, then compiled them into a weekly newsletter. Responsible for updating website and emailing newsletter on time and without errors.

Volunteer Journalist

Murrieta-Temecula Friday Night Lights

Temecula, California, United States

Aug 2011 - Aug 2013

Responsible for reporting on 3 to 4 “little league” football games every Friday. Duties involved taking pictures, writing detailed notes of games, and interviewing both coaches and players. Articles had to be written and edited with a very short turnaround time.

Clerk

Lauren Studios of California

Corona, California, United States

Jun 2010 - May 2013

Responsible for mailing out flyers, handling cash and making change at school dances, importing raw images and handwritten data into computers, and providing technical support on-site to photographers at schools.

Education: 3

Mt. San Jacinto Community College District

Computer Science

2014 - 2015

Mt. San Jacinto Community College District

Social and Behavioral Science

2011 - 2013

Chaparral High School

High School Diploma

2007 - 2011

Publications: 2

Jaywalking2 articles

Hello, world!

blog.jaystevens.me

Oct 2025

Volunteering: 1

Secretary

Group 160 NTRAK

Sep 2023 - Present

As Secretary of Group 160 NTRAK, a 501(c)(3) non-profit that hosts family-friendly model train exhibits across Southern California, I help construct and display modular N-scale layouts at six to seven events each year. Between shows, I develop and integrate embedded systems (such as Raspberry Pi and Arduino-based motor and lighting systems) to bring motion and life to our dioramas. I also manage meeting minutes, membership records, as well as both public (social media, website) and internal (email) communications as part of my secretarial duties.

Awards: 1

Walt Disney's Enchanted Tiki Room Cast Member of the Year

Feb 2018

This award was given to the Cast Member who was the best overall employee working at the Enchanted Tiki Room at Disneyland Park.

Languages: 1

English(Native or bilingual)

Skills: 38

Technical

C#C++HTMLJavaJavaScriptJiraLinuxMicrosoft Excel
Microsoft OfficeMicrosoft WordPythonUnity3DVisual Studio

Business

Writing

Creative

IllustratorLevel DesignPhotoshop

Other

3D Studio MaxBlueprintConfluenceCreative WritingDebianGame DesignGame DevelopmentJenkins
MayaMicrosoft OutlookMicrosoft PowerPointSequencerSource EngineSquirrelUbuntuUnreal EngineUnreal Engine 4Unreal Engine 5WindowsWindows 10Wwise