Games, Stories & Community
6+ years of passionate pursuit
My strategic work at NAU was satisfying and mission-driven, but my creative heart kept pulling me back to side projects connected to my passion for games, stories, and community. In 2015, I led design and creative for the indie game Bot Land (shipped 2019). During that project I decided to actively pursue narrative- and game-adjacent design work. I also started a podcast about modern storytelling and built a constellation of TTRPG community projects (a wiki-slash-lit-mag, a Twitch Actual Play, a weekly conversation space) surrounding Monte Cook Games’ products.
In 2021, I made “games” official: I was hired as Senior UX Designer by DoubleDown Interactive to establish UX design for their mobile games prototyping studio.
Spinning in Space
Spinning in Space is a sweeping, retro-styled space adventure game from DoubleDown Interactive, exploring a whimsical galaxy filled with (many!) dozens of characters and interweaving plot lines spread across five distinct planets.
I led UX across most of the production lifecycle through public open beta, when the project was canceled. I am particularly proud of the modular UX design system I created to unify the player experience across the app’s many features and gameplay modes.
©2023 DoubleDown Interactive, LLC. All rights reserved.
UX lead for a fully-produced mobile game
DoubleDown Interactive
Across 2+ years as Senior UX Designer at DoubleDown’s Unity prototyping studio, my work included:
Design leadership, establishing culture and process following a gap in UX staffing
Full UX production on a complete flagship mobile title (view case studies)
Agile prototyping/exploration of 10+ game concepts/pitches (including my own)
Communicating and presenting, internally and to leadership in Korea
Built in Seattle interviewed me about my approach:
a senior UX design role
Process examples
UX wireframe animatic: Narrated tour of a collection management feature, captioned for our team in Korea. (audio narration)
UI design comp: The beautiful high-fidelity visual design created by our UI artists.
UX prototype: Clip from a Figma demo incorporating final UI artwork.
Prototyping interactions
DoubleDown’s prototyping studio was set up to rapidly conceptualize and prototype game ideas across genres.
Many of these were fully-fledged Unity prototypes created by our technical artists — but the UX team often produced lower-fidelity interactive wireframes, animatics, or prototypes to explore ideas even more quickly and at low cost.
Here is a sampling of prototypes and animatics I created to think through or communicate user interaction ideas.
©2023 DoubleDown Interactive, LLC. All rights reserved.
rapid experimentation for games and features
One-thumb interaction for a vertical 4X game concept. (After Effects: Tyler Thompson)
Navigating a card collection view
Sketch showing touch interaction in a card-based linking game
Annotated solution for tracking currency rollovers (audio narration)
Detailed demo of interaction states accompanying documentation for Unity developers
Sketch showing player interaction with goal markers on a map
Ian Smith
Game Design Manager, DoubleDown Interactive
“[Jason’s] passion for a wide variety of games and the deep thinking he has done about the nature of play is evident in both his designs and in collaborative discussions … I cannot overstate how vital Jason has been as a patient and persuasive communicator advocating on behalf of the breadth of players that will play our game.”
Bot Land
I designed the UX/UI and managed creative for this bot battler, including hiring a team of a half-dozen illustrators and animators and guiding them through concepting and production. The game was released on both desktop & mobile, requiring thoughtful adaptive UX across a wide range of screen sizes.
an indie game (Steam/iOS/Android), 2019
Designing customizable Bots
Bots needed to be expressive, while also fitting comfortably within the arena’s grid. I designed a customization system and a production process that allowed the artists to push compositions as far as possible — without breaking anything.
Ryanne Levin
Bot Land illustrator and animator
“Jason’s a joy to have as a creative director. He creates a work environment where developing and sharing creative ideas feels both encouraged and collaborative. He allows artists the creative freedom to explore project solutions, yet still provides clear, specific feedback and direction at project checkpoints. His approach keeps projects fun and exciting for creatives…”
Professional Development for Game UX
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Focused all-day practical workshop on Lean UX practices for game studios, including strategies for using UX thinking to improve collaboration across disciplines and teams internally.
(Game UX Summit 2022 Masterclass taught by Rachel Leiker, Lead UX Designer at Epic Games)
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Attended as an industry professional. Added an accessibility workshop at Microsoft Inclusive Tech Lab. Memorable session: “Extremism in Games” by Rachel Kowert, Research Director at Take This. (2022)
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Two-day course discussing human psychology and its practical application to UX design in the context of games. Our cohort focused heavily on the design of onboarding/first-time user experiences.
(GDC Masterclass, taught by Celia Hodent, PhD, Author and former Director of UX at Epic Games)
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Attending as a game UX designer for the first time — learning from sessions and making some connections. (2016)
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Attending as a player, official GM for Monte Cook Games, podcaster/streamer, and community leader. (2017/18/19)
The Secret Cellar
Why (and how) are humans telling stories today?
With this question top-of-mind, I began conversations with artists, creators, and storytellers across various mediums.
Aesthetically nestled in a surreal speakeasy inspired by the setting of Monte Cook Games’ Invisible Sun, the show returned often to themes including game design, play, expression, hospitality, and self-reflection.
a podcast about story, 2018–2020
An eye, a keyhole, a cocktail… Look deeper still! What do you see?
The Crepuscule Notion
What started as a wiki-slash-literary-magazine for the surreal socialite set… grew into a livestreamed Twitch Actual Play hosted by Monte Cook Games, with a followup event at Gen Con.
The Crepuscule Notion allowed fans to upload wiki-style articles about the people, places, and things discovered in their home TTRPG games, so other players could draw inspiration from and fold them into their own stories.
“The Truth Bleeds at Twilight” was an 8-part series set in the offices of a tabloid newspaper office in the world of Invisible Sun. Design artifacts included press passes, flyers, dynamic OBS layouts for the stream, and art direction for portraiture.
Co-produced by Ian Smith.
Character portraits: Kendra Hinojosa.
a community TTRPG production, 2018