Image of me, Jared, with my back to the camera, standing in a bamboo clearing

About me:

Hey there, my name is Jared Mitchell! I’m a level designer currently based in the Toronto area.

Having been in the industry in multiple roles since 2015, I’ve shipped 7 titles across multiple platforms, including PC, console, and mobile VR. From multi-hundred-person teams to a studio of a dozen people, I’ve worked directly with programmers, artists, writers, audio, and quality assurance to put forth the best product I can.

I also play bass guitar, read up on architecture, and brew my own beer on occasion. If you’re interested in hearing about any of that, let’s talk!

Digital Extremes:

Intermediate Level Designer (September 2023 to Present)

My current job at time of writing is at Digital Extremes, where I’m working as a level designer on Warframe, a live service game that’s been going for over a decade.

Learning Digital Extremes’s proprietary tools, I’ve helped get modular level pieces, which we call “tiles”, into shippable condition for the 1999 and Whisper in the Walls expansions.

The logo for Digital Extremes

Deck Nine Games:

Level Designer I (February 2020 to November 2022)
Level Designer II (November 2022 to May 2023)

Prior to my most recent job I was at Deck Nine Games, where I served as a level designer for over three years. In my time there I helped ship Life is Strange: True Colors and its Wavelengths DLC, and work for two years on Life is Strange: Double Exposure.

Working in Unreal Engine 4 (and later UE5), I created scenes from scripts provided to me, using our proprietary tools to implement logic for both critical path and optional content.

Otherside Entertainment:

QA Contractor (November 2017 to October 2017)
Senior QA (November 2018 to June 2019)
Additional Design (February 2019 to June 2019)

From 2017 to 2019, I worked at Otherside Entertainment in the greater Boston area, shipping Underworld: Ascendant and Underworld: Overlord.

Though initially I was brought on as a QA contractor, my knowledge and enthusiasm for the immersive sim genre convinced my coworkers to entrust me with design responsibilities. Eventually I was given an Additional Design credit for my work on a post-launch patch.

Ape Law:

Level Designer (March 2017 to Present)

On the side, I’ve been working with Ape Law games remotely to help ship Alice’s Lullaby, the second episode of Albino Lullaby.

While I was brought on for level design, the project lead started entrusting me with greater responsibilities, including gameplay scripting, bug fixing, optimization, and even implementing our inventory system!

Vicarious Visions:

QA Contractor (June 2015 to August 2015)

My first game industry job was as a QA contractor at Vicarious Visions in the summer of 2015. I helped ship Skylanders: Superchargers, learning how to log bugs, conduct test sweeps, and perform regression tests.