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.
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.