Resume

JAIME GRIESEMER

Game Designer

 
Seattle, Washington

(206) 450-1412

jaime@rewardingplay.com
rewardingplay.com/resume
 

OBJECTIVE

Seeking a creative lead position on a talented, driven team with unrealistic ambitions and daunting design challenges.

WORK HISTORY

Sucker Punch Productions, Seattle, WA                                                             2011 – 2014
•  Lead Designer with extensive experience in all aspects of game development
•  Spearheaded pre-production and product planning, lead the design team during production and polish
•  Responsible for hiring designers, including testing, screening and interviewing candidates
•  Worked extensively with hardware, user-research and publishing teams on Sony-wide projects

Bungie Studios, Seattle, WA                                                                                  1997 – 2010
•  Lead Game Designer with extensive experience in all aspects of game development
•  Provided studio-wide game direction as part of Bungie’s Creative Vision team
•  Responsible for hiring designers, including testing, screening and interviewing candidates
•  Managed user-research infrastructure and application, including internal UR culture

GAMES

Infamous Paper Trail, Creative Director
•  Pitched, designed and directed an innovative online DLC experience released over 6 weeks after launch
•  Lead a cross-disciplinary team within the studio to build in-game mission content
•  Worked with an external studio (42 Entertainment) to create out-of-game story and puzzles
•  Coordinated implementation of the entire DLC in the 4 weeks between gold master and launch

Infamous Second Son, Lead Designer
•  Lead the design team throughout production
•  Responsible for overall quality and consistency of the game design
•  Grew the design team, promoted a “design culture” and mentored junior designers
•  Directed pre-production and project planning while the studio focused on finishing DLC

Infamous: Festival of Blood, Additional Design
•  Pitched in to help ship the stand-alone DLC
•  Designed and implemented the final mission and boss
•  Directed the addition of Move™ support for Infamous 2

Destiny, Lead Game Designer
•  Participated in early stages of concept and project planning
•  Designed and built multiple gameplay prototypes in a modified version of the Halo engine
•  Helped to secure publisher funding partially on the basis of these prototypes

Halo: Reach, Additional Game Design
•  Provided regular gameplay direction as part of Bungie’s Creative Vision Team
•  Assisted in gameplay and difficulty tuning in the final stages of development

Halo 3: ODST, Additional Design
•  Continued to support the use of Halo 3’s game mechanics and elements

Halo Wars, Additional Design
•  Provided regular feedback to on Halo’s game design principles and Bungie’s “flavor”

Halo 3, Game Design Lead
•  Lead a small team in designing, developing and tuning all gameplay objects
•  Including weapons, vehicles, enemy characters and the player’s abilities
•  Guided the design team through the final stages of production and polish

Halo 2, Game Design Lead
•  Designed, developed and tuned all gameplay objects
•  Designed, scripted and populated 2 of 14 missions, including Tutorial

Halo: Combat Evolved, Game and Mission Design
•  Designed, developed and tuned all gameplay objects
•  Designed, scripted and populated 4 of 10 missions, including Tutorial and Demo
•  Developed, playtested and refined the core combat that defines the franchise

Myth II: Soulblighter, Multiplayer Design
•  Directed an external team in design and construction of 20 multiplayer maps
•  Lead the development of Myth II: Chimera, a singleplayer expansion pack

PUBLICATIONS

  • The Tip of the Sphere Design Blog thetipofthesphere.com
  • Undermining Achievements – Game Developer Magazine, August 2011
  • Design in Detail: Tuning the Muzzle Velocity of the Plasma Rifle Bolt on Legendary Difficulty across the Halo Franchise – GDC 2011
  • Useful Research: Recommendations Designers will Actually Act On – GUR Summit 2011
  • Design in Detail: Changing the Time Between Shots for the Sniper Rifle from 0.5 to 0.7 Seconds for Halo – GDC 2010
  • Halo: Development Evolved – GDC 2003 (with Marty O’Donnell, Mat Noguchi)
  • On All Levels – Level Design Panel – GDC 2003
  • The Illusion of Intelligence: The Integration of AI and Level Design in Halo – GDC 2002 (with Chris Butcher)

 

EDUCATION

Bachelor of Science in Physics, Math
Bachelor of Arts in Philosophy
North Park University, Chicago, IL

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