Credits

  • Trover Saves The Universe
  • EverQuest Next/Landmark
  • Diablo 3
  • Ratchet & Clank Future
  • R&C Future 2: Crack in Time
  • Ratchet & Clank: Quest for Booty
  • Ratchet: Deadlocked
  • Resistance: Fall of Man
  • Resistance 2
  • EverQuest 2
  • Champions of Norrath
  • Champions: Return to Arms
  • EverQuest: Dragons of Norrath
  • EverQuest Online Adventures
  • EQOA: Frontiers

Full Time

Warner Bros. Games - San Diego

Director of Design

Nov 2019 - Mar 2024

Helping to build a new team, new studio, and new project.

Shovelware Games

Founder / Designer

Nov 2014 - Nov 2019

Started an independent studio to focus on end to end game development and game design consulting. See below for consultancy client list. Developed 2 mobile titles as designer, programmer, and art/sound director.

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.

Contract

War Toys

Member, Board of Directors

Dec 2021 – Present

Converting physical board game to digital for non-profit advocacy program working with children in war torn areas.

Evening Star Studio

Game Design Consultant

Jan 2019 – Nov 2019

Co-Designed core systems, game progression, levels, enemies, boss fights, and interactive objects for unannounced title.

Squanch Games

Game Design Consultant

July 2018 – Dec 2018

Iterated on and implemented (using Unreal Blueprint) design of final level and boss, all level transition sequences, and non-combat global systems.

Psyonix

Game Design Consultant

Feb 2017 – Oct 2017

Assisted with design and prototyping of new game ideas. Offered feedback for Rocket League design issues.

PlayStation - Sony San Diego

UI/UX Consultant

Jan 2016 – June 2016

Implemented user interface for all internal non-MLB projects. Assisted with managing, observing, and gathering feedback from on site play tests. Designed user experience guidelines from a perspective of usability and meaningful feedback.

John Paul the Great Catholic University

Professor of Game Design

Jan 2016 – Mar 2016

Taught first year game design students core concepts of Unreal. Prepared lectures, graded assignments. All students created their own platforming game from scratch, including enemy AI/pathing, collectible power ups, gate/key puzzles, and boss fight.

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.

Skills

Programs

Unreal, Unity, Spine, Adobe Photoshop, Illustrator, Animate, After Effects, Muse, 3DS Max, Maya, MS Office Suite

 

Languages

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

jake sones — jake.sones@gmail.com