• EverQuest Next/Landmark
  • Diablo 3
  • Ratchet & Clank Future
  • R&C Future: Quest for Booty
  • R&C Future 2: Crack in Time
  • Ratchet: Deadlocked
  • Resistance: Fall of Man
  • Resistance 2
  • Champions of Norrath
  • Champions: Return to Arms
  • EverQuest 2
  • EverQuest: Dragons of Norrath
  • EverQuest Online Adventures
  • EQOA: Frontiers
  • IBM Project Big Green (Epcot)


shovelware games

Founder / Designer

Nov 2014 - Present

Started a company focused on games with simple mechanics and a small scope. Our initial concepts are evolutions of intersectional innovation, our final products are juicy and polished. We're currently exploring touch screen games. Responsible for all design and programming.

Sony Online Entertainment

Lead Building & UI Designer

Apr 2012 - Nov 2014

Created entirely new ways to interact with a game world focused on 3D building. Designed visual scripting language and simple editing tools focused on players inexperienced with common 3D modeling concepts.

Blizzard Entertainment

Game Designer

Nov 2009 - Apr 2012

Responsible for the design of Act III of Diablo 3. Designed and implemented levels, encounters, events, and game flow. Built greybox levels in Maya. Worked closely with other designers, managed tasks that involved junior designers, artists, and programmers. Headed several multi-disciplinary strike teams to achieve large goals in a very short time frame.

Insomniac Games

Interface & Game Designer

Jan 2005 - Oct 2009

Created, implemented, and maintained the visual style and layout of all menu, HUD, and interface objects. Responsible for general game design and level design. Tasks included mini-game, weapon, enemy, encounter, and level design, all with extensive amounts of scripting. Managed artists and programmers to achieve the desired results within a strict schedule. Championed addition of scripting language, tutored other designers in LUA scripting.

Sony Online Entertainment

Game Designer

Jun 2002 - Jan 2005

Responsible for story, dialog, quest design and implementation, level design and population, scripting, and game balance. Assisted with integration of C# based scripting language into game engine. Worked offsite at developer Snowblind in Seattle during development of Champions of Norrath 1&2.


The Gnomon Workshop

Guest Lecturer

Dec 2009 – Apr 2012

Spoke to a new batch of 3D environment art students every semester about best practices when working with a level designer. Fielded questions, critiqued design aspects of portfolios.

Fairtrade Films

Game Design Consultant

Sept 2007 – Apr 2008

Designed social multiplayer mini-games for an installation at Disney's Epcot Center sponsored by IBM's Project Big Green.

Synthesis Magazine

Editorial Columnist

Jul 2005 – Nov 2007

Wrote a bi-monthly editorial column that focused on technology and videogames.



MS Office Suite, Adobe Photoshop, Adobe Illustrator, Flash, 3DS Max, Maya



Lua, C# Script, Python, Perl, Javascript, Actionscript, XML, CSS

jake sones —