Hi, I’m Jake and I’m a Technical Game Designer.

Here’s some games I’ve worked on:

  • Project Mourning Reign

    Unannounced AA Console Game made in Unreal Engine 5.

    I designed and implemented player combat mechanics and abilities using Blueprints, C++, and the Gameplay Ability System. I also created enemy abilities and behavior trees for multiple enemy types and a boss fight.

  • Project Blackbird

    Cancelled in July 2025.

    Unannounced AAA multiplayer console/PC game at ZeniMax Online Studios.

    I worked on developing our spawning system from the ground up and its associated design tooling. I also prototyped and designed quests, creating combat abilities, and AI combatant logic.

  • Peridot

    Globally Launched in May 2023!

    Winner of the PocketGamer Family Game Award.

    Peridot is Niantic’s family AR Pet game, where you explore the world with magical creatures called Peridots.

    I worked as a full-stack engineer on game features and designer tooling before becoming a game designer on the team. As game designer, I pitch, design, prototype, develop, and tune new game systems and content.

  • Pokemon Go

    Ongoing, Released in 2016.

    Pokemon Go is Niantic’s creature-collection and exploration mobile game that puts Pokémon into the real world.

    I supported Pokemon Go as an engineer, working on the Unity/C# and Java server analytics.

  • Shoo, Box!

    Launched in 2020 on Steam.

    Chosen for the SGDA Student Games Showcase.

    Shoo, Box! is a humorous stealth puzzle game where you cause mischief as a shoe box with legs.

    I was the lead game designer on the project, focusing on the puzzle and systems design for the game, and scripted different levels.

  • Bellhop

    Chosen for the 2020 GDC Intel University Games Showcase.

    Bellhop is a Jackbox-style cooperative party game where players hop around as bunny bellhops to help as many animal hotel guests as possible.

    I was the lead game designer and also a programmer on the project. I focused primarily on the platforming controls/feel, netcode, and the core game loop.

Here’s my design process:

Here’s some of my design writing:

  • Cantina Simulator GDD

    A Game Design Document outlining the core gameplay of a multiplayer, cooperative experience of being bartenders in a Cantina in the Star Wars universe.

  • Control Progression Breakdown

    An analysis of the progression systems in the Remedy’s Control, detailing how they work and their strengths and weaknesses.

  • Tarot To Go: Gameplay and Progression

    Design documents detailing the core gameplay and progression of a card-crafting narrative game.

  • "Jake brings the kind of technical skill and design intuition that every project needs. Any project would be lucky to have him on the team as a Technical Designer or Systems Designer, and I hope I get the opportunity to work with him again."

    — Cliff Lasana, Technical Design Director

  • "Jake consistently demonstrated strong design insight through his work, and he always approached each task striving to understand design intent and holistic player experience. His insights around social design and group play in particular contributed to how we were structuring our public-space content greatly."

    — Andrew Chase, Lead Technical Designer

  • "Jake made my life much easier! He was able to take systems from theory to reality with concrete plans on how and when we'd get there. I was also routinely shocked at how quickly Jake could get get up to speed on new tools and systems and start creating functional prototypes."

    — Matt Pennebaker, Principal Designer

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