John Comes
Design Director, AI for creative teams
I’ve spent 25 years designing and directing games, with 35+ shipped titles across competitive multiplayer, strategy, and live service. I designed the first commercial MOBA, directed a free-to-play shooter past 3 million players, and wrote the AI for Supreme Commander. Today I build human-in-the-loop AI workflows that make designers and artists faster without taking the creative calls away from them, and I teach teams to do the same.
Studios
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Bacon Dragon
Founder
- Developing an unannounced dungeon crawler with an AI-assisted design loop.
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World’s Edge (Microsoft)
Lead Technical Designer, contract
- Lead technical designer on contract at Microsoft’s Age of Empires studio.
Age of Empires
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Galactic Annihilation
Design Director, Senior Engineer
- Helped architect Industrial Annihilation, bridging Unreal Engine 5.4 with a proprietary simulation engine.
- Directed balance, unit design, and single-player missions; key driver of crowdfunding on StartEngine and Kickstarter.
Industrial Annihilation
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Team Grit
Designer, Engineer
- Helped design Grit, a Wild West battle royale, wrote gameplay code, and built over 15,000 NFT outfits.
Grit
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tinyBuild
Production Director, CTO
- Ran tinyBuild’s porting studio, taking PC games like Hello Neighbor, Graveyard Keeper, and Party Hard 2 to Xbox, PlayStation, and Nintendo Switch.
- Helped with production on Rapture Rejects.
Hello Neighbor, Rapture Rejects, Graveyard Keeper, Party Hard 2
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Uber Entertainment
Creative Director, Game Director
- Directed Super Monday Night Combat (3M+ players) and assisted in design on Planetary Annihilation (1M+ units, $2.2M Kickstarter).
- Lead Designer on Monday Night Combat, the first shooter–MOBA hybrid.
- Game Director on Toy Rush, a mobile tower-defense game.
Planetary Annihilation, Planetary Annihilation: Titans, Super Monday Night Combat, Monday Night Combat, Toy Rush
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Gas Powered Games
Lead Designer, Lead Content Engineer
- Lead Designer on Demigod, the first commercial MOBA.
- Led a team of 13 on Supreme Commander and wrote its entire AI and mission framework; design consultant on Forged Alliance.
Supreme Commander, Supreme Commander: Forged Alliance, Demigod
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Electronic Arts / Westwood Studios
Senior Designer, Software Engineer
- Lead designer and engineer on Command & Conquer Generals: Zero Hour.
- Architected the skirmish and campaign AI for The Battle for Middle-earth; Senior Designer on Earth & Beyond.
Command & Conquer Generals: Zero Hour, The Lord of the Rings: The Battle for Middle-earth, Earth & Beyond
Skills
- Design and leadership
- Design direction, competitive multiplayer and strategy, live service and free-to-play, game balance and economies, UI/UX, mentoring, teams up to 13
- AI for creative work
- Agentic workflows and multi-agent loops, Claude Code and custom skills, prompt and model chaining across Claude, Gemini, and ChatGPT, AI-assisted asset generation
- Engineering
- C++, C#, Unreal Engine 5 (C++ and Blueprints, Niagara, materials), Unity (editor tools, UI Toolkit), TypeScript and Next.js, game AI, networking
Speaking and education
- Gave “Puns & Game Design” at several game conferences.
- Expert talks, mentoring, and project critiques at the Academy of Interactive Entertainment.
- B.S. Mechanical Engineering, University of Akron.