Jason Gimba - Level Designer Jason Gimba - Level Designer
Résumé
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Contact
E-Mail
jason@jasongimba.com
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Professional
WB Games Seattle
Level Designer
November 2008 - Present
Lord of the Rings: War in the North
The Lord of the Rings:
War in the North
The Lord of the Rings: War in the North is a hack-and-slash action RPG with a strong emphasis on cooperative play.

Working with a group of six other Level Designers, I developed, scripted and polished a third of the major levels in the game, including key sections of Fornost, all the Nordinbad levels, and the gameplay of the two wave-based challenge missions Osgiliath and Lórien.

Video of Fornost
Andriel in Fornost Citadel
Farin Battling a Feral Goblin
Fighting a Stone Troll in Fornost Citadel
Fornost

Two of these levels, the Fornost Citadel and the Siege of Nordinbad, were featured at E3 and Gamescom in 2011.

Video of Nordinbad
Defending the Dwarven Fortress Nordinbad
Nordinbad

Other levels, such as Fornost Inner Wards, were inherited from fellow Level Designers. Working closely with Environment Artists like Morgan Woolverton, I found ways to retool the existing Inner Wards to create tactical and exciting encounters with a focus on cooperative play and minimal impact on art. I also worked closely with Tech Designers to effectively use complex tools to create unique gameplay scenarios without impacting Tech Design.

Osgiliath Challenge Mission
Lórien Challenge Mission
Osgiliath and Lórien

As one of the last Level Designers to roll off the project, I was also responsible for debugging and maintaining script consistency and enemy placement across most of the other levels.
Sandblast Games
Game Designer
May 2004 - August 2008
Destroy All Humans: Path of the Furon
Destroy All Humans:
Path of the Furon
Destroy All Humans: Path of the Furon is a third-person sandbox title built using Unreal Engine 3. It features the alien invader Crypto, this time in the 1970s, on his never ending quest to destroy all humans.

My primary focus was the Shen Long map, a large city loosely based on Hong Kong. I developed its original layout as well as all the missions in it. I started with paper sketches of major structures and roads and then, using the story beats laid out by the Creative Director, Jon Knoles, wrote a series of story missions and side activities. I created and populated a graybox in UnrealEd using several basic skyscrapers and structures made in Maya. From this graybox, I worked with Environment Artists like Greg Holt to develop Shen Long while scripting the missions in Unreal Kismet.

Map of Shen Long
Downtown Shen Long
Shen Long from the Air
The Slums of Shen Long
Shen Long

Over time, I also worked on story and side missions for Sunnywood and Belleville. In all, I scripted and maintained over 20 missions, from simple collection objectives to a menacing alien walker marching down the street, destroying everything in its path.

Video of the Nexo Walker
Attacking a Skyscraper in Sunnywood
Fighting Around the Arc de Triomphe
Nexo Walkers Ignite Belleville
Sunnywood and Belleville

This walker was also the focus of the Sunnywood boss encounter. When AI for the walker became a major development hurdle, I stepped in and scripted the entire boss encounter using Unreal Kismet, Matinee, and existing animations.
Evil Dead: Regeneration
Evil Dead:
Regeneration
Evil Dead: Regeneration is a third person hack-and-slash game featuring the chainsaw-wielding Ash from the cult classic B-movie franchise, The Evil Dead. This time, he is paired with a half-dead midget sidekick named Sam. Together, the two fight to stop the evil psychologist Dr. Reinhard who has unleashed an army of the undead!

I developed, scripted and maintained 3 of the 10 worlds in the game, including the Sunny Meadows Graveyard, Forsaken Mines and the Swamp.

Video of the Forsaken Mines
Video of the Swamp
The Spirit Guardian in the Forsaken Mines
Catwalks in the Forsaken Mines
A Blocked Passage in the Swamp
Standing in the Middle of the Swamp
Forsaken Mines and the Swamp

The Graveyard level was the focus of the game's E3 exhibition and was also featured as a playable demo for the Official PlayStation Magazine DVD!

Ash and Sam Surrounded by Mausoleums
Trouble Ahead in the Graveyard
Sunny Meadows Graveyard

When I came onto the project, many of the levels were already grayboxed, but still needed extensive gameplay scripting, enemy encounters and collision hulls.
In some levels, such as the Swamp, I had to devise creative flow control solutions when streaming became a factor once the finalized art began to come in. Other levels, like the Sunny Meadows Asylum, had to be rebuilt with an eye toward minimum impact on art. For the Asylum, I developed a new graybox that leveraged existing art assets while eliminating the repetitive gameplay of the original version.

The Cafeteria in the Asylum
The Lobby of the Asylum
Sunny Meadows Asylum

As the team rolled off this project, I remained behind with another designer, Greg Heath, and we crushed countless bugs across all the levels in the game.

Personal
Half-Life 2
My most recent modding work has been for Half-Life 2.

Sebastian involves Gordon Freeman and Barney Calhoun escaping City 17 when their plans take an unexpected detour. It features two single player levels, fully choreographed sequences with custom voice work and a unique final encounter that leverages existing game mechanics in an inventive way.

Video of Sebastian
"We have to get out of town before the Citadel blows!"
A Cafeteria Inside Saint Sebastian Hospital
The Hospital Rooftop, Scene of the Final Battle
Sebastian (2011) (Requires Episode One)

Powerstation 17 is a large single player map that has Freeman infiltrating and destroying a Combine energy reactor. Fighting through a zombie-infested flooded basement, the player makes their way topside and sabotages the reactor, ultimately culminating in an exciting showdown with a Combine Gunship!

A Warehouse in Powerstation 17
"Going Up, Mister Freeman?"
An Electrical Substation
The Combine Energy Reactor
Powerstation 17 (2008)

Both mods have received very high marks on review sites such as PlanetPhillip.

Powerstation 17 was also featured in issues and DVDs of the German magazines PCGamer and PCAction. They said it was "Sehr Gut!"
Half-Life 2
Unreal Tournament Series
After a long period of making maps for Descent and FreeSpace, I moved onto first person shooters with Unreal Tournament. When I saw the ominous Mars rising over DM-Phobos, I knew I had to make maps for this awesome series.

For Unreal Tournament 2004, I developed a trio of maps including the dreary, overgrown aviary CTF-Torinosu and the industrial DM-Axlegear.

A Junction in DM-Axlegear
The Main Chamber of DM-Axlegear
The Central Room in CTF-Torinosu
The Red Base in CTF-Torinosu
DM-Axlegear (2004) and CTF-Torinosu (2005)

For the original Unreal Tournament, I created DM-Ame which takes place high above a city drenched in perpetual rain. Like the others, this fast-paced map is fully compatible with bots and also features a secret area that can only be reached with high jump boots.

A Hallway in DM-Ame
Rain Pounds Against the Secret Atrium in DM-Ame
DM-Ame (2004)
Unreal Tournament
FreeSpace Series
I made several missions for the sci-fi space shooter FreeSpace. My most popular is likely Nekhbet. Stranded in deep space with a malfunctioning reactor, the GVD Nekhbet is a sitting duck. As part of Alpha Wing, you must defend the Nekhbet from a Shivan onslaught.

Naturally, not everything goes according to plan and a simple rescue and repair mission soon turns into an epic confrontation against a Shivan capitol ship.

The Nekhbet Returns Fire
Dogfighting Around the Nekhbet
Nekhbet (1999)

Nekhbet was one of over 20 user missions included in the special Sci-Fi Sim of the Year Edition of FreeSpace 2!
FreeSpace 2
Descent Series
Back in 1997, when most of the PC gaming world was focused on Doom, I got my start making maps for the Descent series. Descent is an FPS where you pilot a highly-maneuverable space ship through labyrinthine mines, exterminating legions of robots gone berserk. There is no up.

I've made well over 25 maps across this series, so these are some of the highlights.

Reactor Gamma is a single player map for Descent 3 featuring the classic gameplay scenario of blowing up the reactor and escaping before meltdown.

Entering Reactor Gamma
Robots Defend the Fusion Reactor
Reactor Gamma (2003)

Halcyon is a popular capture-the-flag map for Descent 3 which is still played over 10 years later on some servers. Cover and sniping points are key as you navigate the long hallway connecting the two bases.

The Blue Base in Halcyon
The Main Hallway in Halcyon
Halcyon (2001)

For Descent 2, there is Project: Mandrill, which is a 5-level single player campaign with 2 additional secret levels. It features entirely new, custom robots I built and tuned. This campaign was the Grand Prize Winner in Koolbear's Descent 2 Level Design Contest in 1998!

Project: Mandrill Level 5: Mandrill Battleship
Automap of Project: Mandrill Level 4: Icestorm Mine
Project: Mandrill (1998)

If you really want to go back, my first released work was Chasm in 1997. I've improved quite a bit since then. Nevertheless, the second level - Aqua Chasm - won an Interplay level design contest.

Chasm Level 2: Aqua Chasm
Chasm Level 3: Lava Chasm
Chasm (1997)
Descent
All original content is copyright 1997 - 2012, Jason Gimba.

Lord of the Rings: War in the North is copyright Warner Bros. Entertainment and New Line Productions, Inc. All Lord of the Rings content other than New Line films is copyright The Saul Zaentz Company. The Lord of the Rings is a registered trademark of The Saul Zaentz Company. Destroy All Humans and Destroy All Humans: Path of the Furon are copyright THQ Inc. and are registered trademarks of THQ Inc. Evil Dead: Regeneration is copyright THQ Inc.

Half-Life is a copyrighted registered trademark of Valve Corporation. Unreal Tournament 2004 and Unreal Tournament are copyrighted registered trademarks of Epic Games, Inc. FreeSpace 2 is copyright Volition Inc. and a registered trademark of Interplay Entertainment Corporation. Descent is copyright Parallax Software and a registered trademark of Interplay Entertainment Corporation.

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