Abigail, Arizona is an RPG System designed to be enjoyed by anyone, young or old. The system is simple and flexible and takes the Players on a journey to 1872, the Wild West.
Abigail, Arizona, if you didn't know, doesn't exist. It is the fictional setting of my RPG, Abigail, Arizona. The game is set in 1872, in the Old West. When starting my
System, I decided to target a demographic that is rarely targeted, children and non-RPG Players. Because of this decision, multiple design decisions had to be made. For starters, I wanted to keep the
game as simple as possible. My system is based entirely on a D6 roll. The little bit of Combat involved in the game is based on the Skill System that determines how easy or how difficult something to
do is for that Character. The simple design allows for fast Character creation and even faster gameplay, while still keeping the depth of a typical RPG.
The adventure scenario that I have written is designed to guide any type of Player, new or old to the RPG genre, through the complete RPG experience. The story involves the Players adventuring away from the town following an ancient Treasure Map. Throughout the adventure they will have to deal with crossing a river, getting lost in the desert and eventually reaching a long forgotten Native American City filled with traps and dangerous puzzles.
Jonathan Gregoire - Game Design
Started at Ready at Dawn as a Senior Level Designer on an unnanounced project.
Last days at Naughty Dog working on The Last of Us Part II.
Shipped the Last of Us Part II press demo level "Patrol".
Started working at Naughty Dog as a Contract Single Player Level Layout Designer on The Last of Us Part II.
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.
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.
Began working at E-Line Media again as a Level Designer on an unannounced and untitled game.
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.
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.
Promoted to Lead Designer on Never Alone: FoxTales at E-Line Media.
Graduated Digipen as a BAGD and with a Cum Laude. Started working at E-Line Media as a Level Designer.
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.
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/#!