Ben Faulkner

Jamin Games

Games Portfolio

Engine Experience

Platforms

Industry Experience

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Lead Campaign Designer

  • Managed entire cross-discipline campaign development

  • Seamlessly integrated narrative, cinematic and gameplay content

  • Mentored, supported and inspired designers of all disciplines

  • Open-world centric design philosophy

Lead Gameplay Designer

  • Oversaw Post launch DLC, Live-ops and feature fixing efforts

  • Sympathetic support to motivate a team in decline

  • Complete RPS and difficulty overhaul for better player experience

Game Designer

  • From pitch to polish, owned all Piglin gameplay and tools

  • Developed 1.0 version of EVERY level, oversaw later handoffs

  • Engaged with MINECRAFT community to deepen IP knowledge

Level Designer

  • Co-wrote and owned 17 level design docs

  • Developed level design tools with engineers

  • Created single and multiplayer levels

  • Built first complete mission to pass vertical slice

Mission Scripter

  • Built needs-based LUA language with engineers

  • Tested, reported and iterated on script functions

  • Developed best practices and standards for future dev

  • Scripted first test encounters and polished missions

Solo Projects

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Prototype

WIP

Level Design / ScriptING

  • Greyblock / Greymeshed level 0 in UE5 with handoff ready models for artists

  • From sketch to greyblock and greymesh

  • Preliminary level scripting for objective placeholders

  • Lighting for atmosphere, mood and objectives

  • Use of shape to create a consistent visual language

  • Clear affordances to lead the player

  • Breadcrumbing and denying affordance

  • Controlling pacing, flow and time to reach objectives

Gameplay Design

  • Developed 3 unique weapons with recoil, reload, etc.

  • Player 3C's with placeholder animations

    • Sprint, Jump, Crouch, Prone, Interact

  • Doors with destructible locks

  • In game and Main menus

  • Basic FPS UI and control scheme

  • Simple AI that chases and melee attacks player

  • Fireball and Fire weapon enhancement magic

Student Projects

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Bootstrap VR

Level Designer

  • Grey-blocked space-station level from scratch in UE4

  • Added level art to match game aesthetic

  • Level designed around central elevator shaft

  • Anti-gravity, Peripheral vision, Puzzles and more

Creative Director

  • Wrote Proposal, GDD, Story, Script, Briefs, and MS plan

  • Designed specifically for Occulus VR

  • Systems first Game Design in UE4

  • First ever AI Vancouver Senior Research Fellowship

Dredge Effect

Level Design

  • Developed from paper prototype to polished level

  • Used SC2 tools to build, texture and polish

Mission Scripting

  • Scripted encounters for open-world gameplay

  • Lock and Key level design

  • Branching paths allow for player choice

Systems Design

  • Designed  all systems around core gameplay pillars

  • Used SC2 action script to create new mechanics

  • Balanced costs for varied gameplay

Chromalife

Manager

  • Directed multi-disciplinary team of students

  • Set and met project deadlines

  • Delegated work to balance team effort

  • Wrote all design and production documentation

Design Lead

  • Designed  systems to direct learning

  • Intuitive touch design for mobile (for older aged players)

  • Extensive cultural research and inclusive representation

  • Used mechanics as metaphor throughout

Resumé

Hey, Thanks for checking out my portfolio, I appreciate it!

 

Are you looking to fill a design role? Check out my resumé - I'm an experienced design leader and level /campaign / gameplay designer.

 

If you have any questions, comments or you're looking for an engaging discussion about games, please contact me - info below!

Benjamin Faulkner

Video Game Designer