Hey there! My name is Jared, and I’m a level designer currently based in Denver, Colorado. I have several years of experience working in Unreal Engine 4 and Unity on interdisciplinary teams, and have helped to ship multiple titles at multiple studios, which you can read about below.
I graduated from Champlain College in 2016 with a major in Game Design and a minor in Game Programming. While there, we worked on games within interdisciplinary teams of students, giving us production experience before stepping out into the job market.
Deck Nine Games (Level Design):
I’m currently working at Deck Nine Games, where we just shipped Life is Strange: True Colors and its DLC, Wavelengths. In my capacity as a level designer, my job was to help the design team to implement new features in existing scenes as they came online, and solve bugs by digging into both Unreal Engine 4 and our proprietary tools.
I’m also working on pre-production for one of our new, unannounced projects.
Ape Law (Level Design):
I’ve also been working on the side as a level designer for Ape Law, contributing to Albino Lullaby: Episode 2. Under the creative director, I’ve been responsible for creating paper maps, blocking out levels, and working on set dressing. As time has gone on, I’ve been entrusted with more diverse responsibilities, such as implementing the player inventory and solving player movement bugs in Blueprint.
Otherside Entertainment (QA and Additional Design):
Prior I was working as Quality Assurance at Otherside Entertainment, assisting development of Underworld Ascendant and Underworld Overlord. While there, I was able to do level design and some engineering work above my QA responsibilities.
Vicarious Visions (QA):
I’ve also worked at Vicarious Visions in Albany, New York during the summer of 2015, as a QA Tester on Skylanders: Superchargers. Because I was between years in college my time there was a bit short. However, I still feel like I gained a good amount of experience there, having worked on a team, engaged in daily scrum meetings, and getting used to how AAA companies operate.
The Playing Field (Video Creation):
I’ve also created videos in my spare time on my YouTube channel The Playing Field. Usually I take a game, look at its systems, then walk through a level, and conclude by trying to ascertain the level design philosophy the developers applied.