Resume

JAIME GRIESEMER

Game Designer

(206) 450-1412
Seattle, WA, United States
jaimegriesemer at gmail
the tip of the sphere.com/resume
 

OBJECTIVE

A game design position on a talented, innovative team with unrealistic ambitions and daunting design challenges – ideally working on an action game with a sophisticated world simulation, online multiplayer and franchise potential

WORK HISTORY

Bungie Studios, Seattle, WA 1997 – 2010
•  Game Design Lead 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

Unannounced Project, Game Designer          2008 – 2010
•  Participated in very early stages of 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         2007 – 2010
•  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          2007 – 2009
•  Continued to support the use of Halo 3’s game mechanics and elements

Halo Wars, Additional Design         2007 – 2009
•  Provided regular feedback to on Halo’s game design principles and Bungie’s “flavor”

Halo 3, Game Design Lead         2004 – 2007
•  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         2001 – 2004
•  Designed, developed and tuned all gameplay objects
•  Designed, scripted and populated 2 of 14 missions, including Tutorial

Halo: Combat Evolved, Game and Mission Design         1999 – 2001
•  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         1997 – 1998
•  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 1995 – 1999
Bachelor of Arts in Philosophy
North Park University, Chicago, IL

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