CV

ABOUT JESS

I'm a game designer with experience as a contributor and lead in graphic design, art direction, UI/UX, motion, and game design.

My ideal role is alongside a small, excited team with something unique to say, where I can help ferry a project forward or establish a vision using any or all of the tools in my toolbox.

I believe in getting my hands dirty, the rule of cool, the value of specificity, and listening to what the project and team needs to become the best version of itself.

A generic CV can be downloaded here.

PROFICIENCIES

Art & Design Software
  • Adobe Photoshop
  • Adobe After Effects
  • Adobe Premiere Pro
  • Adobe Illustrator
  • Figma
  • Blender
  • Cinema4D
Game Dev Software
  • Unreal Engine 5
  • Proprietary narrative software
  • Perforce & P4V
  • Playfab
Info/Organization Software
  • Miro
  • Jira
  • Confluence
  • Microsoft Suite
Miscellaneous
  • Street Fighter 6
  • Coffee-based beverages
WORK EXPERIENCE

2024–2026

My focus as a designer was to reinforce the player experience and the overall game presentation. My main responsibilities were cinematics, quest design, and leading the character customization team. I contributed to this project during prototype, vertical slice, and pre-production phases using Unreal Engine 5, and collaborated with artists, engineers, technical animators, directors, and designers.

Cameras & Technical Cinematics Design
  • Implemented in-game cinematics, real-time scripted events, and game transitions using Level Sequencer
  • Established cinematic dialogue direction
  • Prototyped a height-dynamic and location-agnostic cinematic camera system for engineer hand-off
  • Authored cinematics for narrative & gameplay
  • Implemented menu-reactive cameras in blueprints
  • Implemented asynchronous online multiplayer cinematics with blueprints and Gameplay Abilities
Quests & Narrative Design
I worked with our Narrative team to develop and implement our quests, and helped develop the larger narrative progression in the game. 
 
  • Designed quests, objectives, and narrative progression
  • Implemented quests using Blueprints and integrated proprietary narrative tools
  • Implemented branching dialogue, quest logic, greyboxed environments, NPCs, and level instances
  • Designed and implemented an evolving hub
  • Developed narrative tools and features with engineers
  • Honed review pipeline and implementation process
Character & NPC Customization (Team Lead)
I led our small character customization team from pitch to production-ready. We developed dev-facing NPC creation tools and a player-facing game feature, leveraging Mutable, Playfab, and outsourcing partners.
 
  • Established feature direction and player experience
  • Collaborated with Engineering for Mutable integration and development of custom features unique to the game
  • Collaborated with Art Director to establish style perspective and art direction
  • Reviewed art assets to meet style standards
  • Determined technical character art guidelines with character art team (seams, interaction logic, asset organization)
  • Oversaw development of ancillary character features (shaders, hair physics, unique customization options)
  • Developed asset tracking, pipeline flows, and assembled outsourcing packages with Production
  • Asset implementation
  • Assembled a board of cultural consultants for authentic representation of Black hair and 90s hip-hop fashion
Additional Responsibilities
  • Implemented Gameplay Abilities
  • Early lookdev for anime-style shaders
  • Environment lighting
  • Feature design (progression, battle pass, player journey)
  • Teaser trailer editing & capture

2021–2024

On Wu-Tang: Rise of the Deceiver, I established our early UI art direction for our multiplayer action game, highlighting the rich inspirations the game draws from. My work revolved around concepting and tone-setting with light implementation.

DETAILS
  • Establishing UI art direction, art bibles, scope planning
  • Concepting full-screen UIs (shops, dialogue, menus) and modular pieces (9-slices, buttons, modals)
  • Concepting UI animation in 2D and 3D
  • Implementing sub-levels, cameras, and blueprints for diegetic menus
  • Implementing UI with UMG, CommonUI, blueprints, materials, and shaders
  • Created interactive prototypes
  • Concepting accessibility features (high contrast, big text)
  • Created organizational maps for player experience, information architecture, game flow, etc. with UX design

2019–2021

SpinMaster TOYS
At SpinMaster, I created graphics, motion graphics, and video content for Spin Master videos and socials. I also animated a large-scale interactive display for the HQ. I worked with brands including Paw Patrol, Hatchimals, and Bakugan.
 
SoleSavy
SoleSavy is a digital service for sneaker collectors, providing the sneakerhead community with apps, resources, and editorial news. I created social media templates, motion graphics for their video productions, marketing material, and course content on anti-botting sneaker collecting tactics.

2020–2021

2018–2019

EDUMACATION

2014–2018

2012–2014

TEAR AT THE DOTTED LINE

Peace-Out

OPEN TO CHAT

Open to game roles and pro-bono work, especially if you're a small passionate team making something impactful that you can't stop thinking about.

BLOG (TBD)

2026 * JESS TAT

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