The Aztec Temple is a top-down Stealth Puzzle game. Players must quickly move pass the undead guards as they attempt to find the treasure at the end.
Production Length: 4 Weeks
Completed: December 5, 2011
In-house Engine: Zero Engine
Scripting Language: Python
Just as in any good Stealth game, a good portion of the fun is watching the guard paths and figuring out how to and when to sneak pass them. However, I know that for most people, the waiting portions of the Stealth game are typically not as interesting. So, as I designed the game I wanted to make sure that the waiting portions of the game were as little as possible. The game and levels are designed to allow the Player to move quickly from one area to the next. When it came to the controls and mechanics, I wanted to streamline it as much as possible so that the barrier to entry and enjoyment would be low.
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/#!