Beyond Blue is a narrative exploration game set in the depths of the ocean. Players have fully 3D control of swimming through a series of environments teeming with beautiful and scientifically accurate wildlife.
Players are tasked with observing and interacting with the ocean life as they explore the effects of climate change in a near future story.
Aesthetic: Narrative, Exploration
My Production Development Time: November 2016 to July 2017
Game Engine: Unity3D
Scripting Language: C#
Website: www.beyondbluegame.com
Roles: Level Designer, Encounter Designer
Due to the game not being released, I can't describe too much on what I did on this project.
I joined the team during early pre-production. We worked on it for almost a full year. During that time we made multiple prototypes and internal demos to show our progress to investors. Unfortunately, the project was moved out of the Seattle studio.
The project is still in development in Arizona.
The below images and trailers are from the current unreleased version of the game.
I did NOT work on these elements. However, multiple elements in the trailers and images maintain a similar DNA to the work that I did.
When the game releases fully, I will update this page with more detailed information about my work on Beyond Blue.
Teaser Trailer
Jonathan Gregoire - Game Design
JonathanAGregoire@gmail.com
August 2024
Ready At Dawn was closed.
October 2021
Helped ship Lone Echo 2.
July 2020
Started at Ready At Dawn as a Senior Level Designer on an unnanounced project.
July 2020
Started at Ready at Dawn as a Senior Level Designer on an unnanounced project.
March 2020
Last days at Naughty Dog working on The Last of Us Part II.
September 2019
Shipped the Last of Us Part II press demo level "Patrol".
May 2018
Started working at Naughty Dog as a Contract Single Player Level Layout Designer on The Last of Us Part II.
December 2017
I started doing contract work for a start-up company called MyPad3D that focuses on VR experiences for corporate products.
More interestingly, I have begun to prototype my own card game on the side and have been volunteering with Sunbreak Games on an unannounced product.
July 2017
With a heavy heart, E-Line Media has shut down the Seattle studio, laying off everyone including myself. I am currently looking for new opportunities.
November 2016
Began working at E-Line Media again as a Level Designer on an unannounced and untitled game.
October 2016
Updating my website to reflect the work I did on the Forest Song with Colabee Studios. Unfortunately due to funding issues, I am no longer with them, so I am currently looking for new opportunities.
December 2015
Lots of new stuff since I last updated. Added in a short comic I made called Old Debts. Also have put up information about my role(s) on Never Alone and Never Alone: FoxTales.
January 2015
Promoted to Lead Designer on Never Alone: FoxTales at E-Line Media.
Summer 2014
Graduated Digipen as a BAGD and with a Cum Laude. Started working at E-Line Media as a Level Designer.
March 2014
Uploaded a new Beta build of Chained. Also just put up the old builds of the game for anyone interested in our very quick process and progress.
January 2014
I recently wrote a paper that was published for the IGDA about the benefit of Paper Prototyping. You can read it at this following link: http://newsletter.igda.org/2013/11/30/student-beat-faceoff-the-influences-of-board-games-on-video-games/#!