Jake Campbell

Business Development Specialist at Clapperheads
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Contact Information
us****@****om
(386) 825-5501
Languages
  • Japanese Limited working proficiency
  • Spanish Elementary proficiency
  • Vietnamese Full professional proficiency

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Bio

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Experience

    • Computer Games
    • 1 - 100 Employee
    • Business Development Specialist
      • Apr 2023 - Present

      Working with a talented team based in Uzbekistan and Bulgaria finding funding and to market solutions for their viral cross platform horror games. Working with a talented team based in Uzbekistan and Bulgaria finding funding and to market solutions for their viral cross platform horror games.

    • Japan
    • Computer Games
    • 1 - 100 Employee
    • Head of Product Strategy
      • Jun 2020 - Apr 2023

      Head of the Product Strategy Team at Q-Games LTD. The Product Strategy Team encompasses Game Management, Analytics, User Acquisition, Marketing, Community Management, and PR. Head of the Product Strategy Team at Q-Games LTD. The Product Strategy Team encompasses Game Management, Analytics, User Acquisition, Marketing, Community Management, and PR.

    • Vietnam
    • Outsourcing and Offshoring Consulting
    • 700 & Above Employee
    • Design Director
      • Feb 2019 - May 2020

      Design Director on WWE Champions (IOS/Android) working in conjunction with our partners at Scopely. Overseeing conception of new features that run in sync with Live Ops strategy. Creating strategy and new products within game that improve KPIs on a Top 100 Grossing game on mobile platforms. Design Director on WWE Champions (IOS/Android) working in conjunction with our partners at Scopely. Overseeing conception of new features that run in sync with Live Ops strategy. Creating strategy and new products within game that improve KPIs on a Top 100 Grossing game on mobile platforms.

    • United Kingdom
    • Computer Games
    • 1 - 100 Employee
    • Senior Designer
      • May 2017 - Feb 2019

      Lead Designer on CSR2 Live Ops Feature Pod working in conjunction with Natural Motion on features ranging from lapsed user re-activation strategies, Ad Conversion systems, new game modes for active user engagement, and a new core loop game modes incorporating new in-game products. Lead Game Designer on Hotel Transylvania Run, Jump, Build (IOS/Android) a top downloaded title published by Tabtale. Lead teams for pitching and prototyping RFPs with different clients including… Show more Lead Designer on CSR2 Live Ops Feature Pod working in conjunction with Natural Motion on features ranging from lapsed user re-activation strategies, Ad Conversion systems, new game modes for active user engagement, and a new core loop game modes incorporating new in-game products. Lead Game Designer on Hotel Transylvania Run, Jump, Build (IOS/Android) a top downloaded title published by Tabtale. Lead teams for pitching and prototyping RFPs with different clients including Nickelodeon, Square Enix, Rovio, Paradox, and Outfit7. Contributed to Game Design tasks on various other work for hire projects including Magicka (PC) strategy R&D, Prison Architect port from PC to tablet, Mortal Kombat X (IOS/Android) live operations. Show less Lead Designer on CSR2 Live Ops Feature Pod working in conjunction with Natural Motion on features ranging from lapsed user re-activation strategies, Ad Conversion systems, new game modes for active user engagement, and a new core loop game modes incorporating new in-game products. Lead Game Designer on Hotel Transylvania Run, Jump, Build (IOS/Android) a top downloaded title published by Tabtale. Lead teams for pitching and prototyping RFPs with different clients including… Show more Lead Designer on CSR2 Live Ops Feature Pod working in conjunction with Natural Motion on features ranging from lapsed user re-activation strategies, Ad Conversion systems, new game modes for active user engagement, and a new core loop game modes incorporating new in-game products. Lead Game Designer on Hotel Transylvania Run, Jump, Build (IOS/Android) a top downloaded title published by Tabtale. Lead teams for pitching and prototyping RFPs with different clients including Nickelodeon, Square Enix, Rovio, Paradox, and Outfit7. Contributed to Game Design tasks on various other work for hire projects including Magicka (PC) strategy R&D, Prison Architect port from PC to tablet, Mortal Kombat X (IOS/Android) live operations. Show less

    • United States
    • Computer Games
    • 1 - 100 Employee
    • Product Manager
      • Jul 2015 - May 2016

      Managing post development operations and live operations on the hit action title Cars Vs Bosses for IOS/Android. Activities include: User Acquisition campaign management and strategy, organic growth marketing campaigns, public relations on behalf of the development team, and managing live operations development task wrangling and dissemination. Managing post development operations and live operations on the hit action title Cars Vs Bosses for IOS/Android. Activities include: User Acquisition campaign management and strategy, organic growth marketing campaigns, public relations on behalf of the development team, and managing live operations development task wrangling and dissemination.

    • United Kingdom
    • Co-Founder and Director
      • Nov 2015 - Apr 2016

      Team leader for a new lean videogame and new media startup spun off from Fruit Fly Games. We focused on quality casual games, AR Projects, and Dev Vlogs on social media platforms. Duties on this lean startup include: Lead Designer, Animator, 3d Modeler, and Chief Content Creator. Team leader for a new lean videogame and new media startup spun off from Fruit Fly Games. We focused on quality casual games, AR Projects, and Dev Vlogs on social media platforms. Duties on this lean startup include: Lead Designer, Animator, 3d Modeler, and Chief Content Creator.

    • Co-Founder
      • Apr 2015 - Nov 2015

      Lead designer and CEO for a company that develops mobile games. Oversaw all stages and mediums of development. Wore many hats for a lean startup including game design, game production, gameplay programming, 3d modeling, and animation. Developed monetization strategies and conducted UX tests as a Product Manager. Lead designer and CEO for a company that develops mobile games. Oversaw all stages and mediums of development. Wore many hats for a lean startup including game design, game production, gameplay programming, 3d modeling, and animation. Developed monetization strategies and conducted UX tests as a Product Manager.

    • United States
    • Computer Games
    • 700 & Above Employee
    • Lead Level Designer and Systems Designer
      • Sep 2014 - Apr 2015

      Staffed and managed a team of level designers for development on Looney Tunes Dash at Zynga HQ on behalf of Eat Sleep Play. Bridged the gap between Publisher and 3rd Party Developer during production of Looney Tunes Dash in anticipation for live operations after release. Worked with Product Managers and Producers disseminating and conducting user feedback via data collection. Conceptualized and designed event systems for live ops in regards to retention and monetization. Aided machine learning… Show more Staffed and managed a team of level designers for development on Looney Tunes Dash at Zynga HQ on behalf of Eat Sleep Play. Bridged the gap between Publisher and 3rd Party Developer during production of Looney Tunes Dash in anticipation for live operations after release. Worked with Product Managers and Producers disseminating and conducting user feedback via data collection. Conceptualized and designed event systems for live ops in regards to retention and monetization. Aided machine learning team into implementing the system into gameplay efficiently for data collection. Show less Staffed and managed a team of level designers for development on Looney Tunes Dash at Zynga HQ on behalf of Eat Sleep Play. Bridged the gap between Publisher and 3rd Party Developer during production of Looney Tunes Dash in anticipation for live operations after release. Worked with Product Managers and Producers disseminating and conducting user feedback via data collection. Conceptualized and designed event systems for live ops in regards to retention and monetization. Aided machine learning… Show more Staffed and managed a team of level designers for development on Looney Tunes Dash at Zynga HQ on behalf of Eat Sleep Play. Bridged the gap between Publisher and 3rd Party Developer during production of Looney Tunes Dash in anticipation for live operations after release. Worked with Product Managers and Producers disseminating and conducting user feedback via data collection. Conceptualized and designed event systems for live ops in regards to retention and monetization. Aided machine learning team into implementing the system into gameplay efficiently for data collection. Show less

    • Senior Designer
      • May 2013 - Apr 2015

      Part of the rapid prototyping process, pre-production design team, and live operations design team. Led a level design team and contributed to the high concept protocol regarding flow, tension, and monetization strategies. Worked with producers and other team leads on milestone hit lists and system creation. Staffed and oversaw remote team of level designers at Zynga San Francisco during pre-production and live operations. Interfaced with PMs and Producers on Event System integration and… Show more Part of the rapid prototyping process, pre-production design team, and live operations design team. Led a level design team and contributed to the high concept protocol regarding flow, tension, and monetization strategies. Worked with producers and other team leads on milestone hit lists and system creation. Staffed and oversaw remote team of level designers at Zynga San Francisco during pre-production and live operations. Interfaced with PMs and Producers on Event System integration and creation.

    • Level Designer
      • Mar 2012 - May 2013

      Designed 30 sec. run splines/levels to be strung together in-game for the endless runner IOS hit Running With Friends / Stampede Run.

    • Junior Designer
      • Oct 2008 - Mar 2012

      Aided in tuning online multi-player mechanics and experiences including: weapons systems, vehicle stats, pickup placement, and multiplayer exclusive level boundaries for Twisted Metal PS3. Contributed to overall level design and assisted with multi-player game mode conception and creation.

    • Quality Assurance
      • Jul 2007 - Feb 2011

      Headed a team of individuals to discover, document, and disburse bugs and exploits to their respective owners on the development team including artists, programmers, and designers. Was done in conjunction with my role as Junior Designer after October 2008.

    • Spain
    • Textile Manufacturing
    • Lead Designer
      • Oct 2012 - Aug 2013

      Lead Designer and director on the XBox Live Indie Arcade title Heroes of Rock, a rhythmic side-scrolling brawler that utilizes the Guitar Hero Peripheral. This project was part of an exercise to create a team and develop an experimental console indie title in under a year on a $0 budget. Worked with entry level artists and programmers on this project from conception to completion. The goal of this project was to get real world experience managing a team and building a product from scratch with… Show more Lead Designer and director on the XBox Live Indie Arcade title Heroes of Rock, a rhythmic side-scrolling brawler that utilizes the Guitar Hero Peripheral. This project was part of an exercise to create a team and develop an experimental console indie title in under a year on a $0 budget. Worked with entry level artists and programmers on this project from conception to completion. The goal of this project was to get real world experience managing a team and building a product from scratch with a student team. Show less Lead Designer and director on the XBox Live Indie Arcade title Heroes of Rock, a rhythmic side-scrolling brawler that utilizes the Guitar Hero Peripheral. This project was part of an exercise to create a team and develop an experimental console indie title in under a year on a $0 budget. Worked with entry level artists and programmers on this project from conception to completion. The goal of this project was to get real world experience managing a team and building a product from scratch with… Show more Lead Designer and director on the XBox Live Indie Arcade title Heroes of Rock, a rhythmic side-scrolling brawler that utilizes the Guitar Hero Peripheral. This project was part of an exercise to create a team and develop an experimental console indie title in under a year on a $0 budget. Worked with entry level artists and programmers on this project from conception to completion. The goal of this project was to get real world experience managing a team and building a product from scratch with a student team. Show less

    • Japan
    • Computer Games
    • 1 - 100 Employee
    • Planner/Intern
      • May 2011 - Aug 2011

      Designed levels for the PSN hit: Pixel Junk Sidescroller. Assisted in difficulty tuning and tuning for E3 playable demo. Designed levels for the PSN hit: Pixel Junk Sidescroller. Assisted in difficulty tuning and tuning for E3 playable demo.

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