RCR is a fast paced 3D Roller Coaster Simulator where the Player creates the Roller Coaster in Real Time as they "fly" around the world.
Aesthetic: Challenge, Competition
Production Length: 12 Weeks
Released On: June 19, 2012
Roller Coaster Rampage will always be very important for me. It was my first game in the industry. I can officially say that I am a Professional Game Designer now, and it feels awesome. My
buddies and I were hired by Pantera Entertainment soon after meeting them at GDC Play during GDC 2012. When we got hired, the team had just finished building a few levels and had an engine all
ready to go. Our job was to turn the Tech Demo into a full fledged game, in the smallest time possible so that we could hit the summer release goal.
Within three months, our team of four designers were able to build thirty new levels, completely redesign the entire UI (including the Main Menu and even the sound effects), redesigned the controls,
reworked certain mechanics, and completely revamped the gameplay with an emphasis on speed and excitement. We took a game that was nothing but a Tech Demo and turned it into a fast paced, arcade
roller coaster simulator. We created a point system and leaderboard system that would encourage multiple playthroughs as players competed with each other for the highest score. The levels were
designed with replayability in mind. Players, at any time, can deviate from the "path" of the game and find ways to gain more points than they would have before.
Jonathan Gregoire - Game Design
JonathanAGregoire@gmail.com
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/#!