JAIME GRIESEMER
Game Designer
Seattle, Washington(206) 450-1412
jaime@rewardingplay.com rewardingplay.com/resumeOBJECTIVE
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