Game Description

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.

Game Development

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.

DISCLAIMER

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.

Final Game Trailer

Teaser Trailer

Final Game Screenshots

Get The Game

 

 

Buy from Steam:

Beyond Blue

  Contact Information:

Jonathan Gregoire - Game Design
JonathanAGregoire@gmail.com

  Updates

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/#!

Print | Sitemap
© Jonathan Gregoire - Game Design