Jocelyn Eads

Associate Systems Designer at Bend Studio
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Credentials

  • Bachelor of Science
    Indiana University Bloomington
    Jul, 2021
    - Sep, 2024

Experience

    • United States
    • Design Services
    • Associate Systems Designer
      • May 2022 - Present
    • United States
    • Higher Education
    • 700 & Above Employee
    • Associate Programmer
      • Dec 2020 - Jul 2021

      - Utilized JSON config files to dynamically load dialogue, adjust image textures and positions, and optimized performance costs of loading new assets using object pools. - Created scripts to parse, select, & assign proper image assets from a folder of <600 images based on game state conditions. - Set up modular, callback delegate system between the dialogue & scene management systems to present 35 narrative scenes that run on a single persistent Unity scene. - Utilized JSON config files to dynamically load dialogue, adjust image textures and positions, and optimized performance costs of loading new assets using object pools. - Created scripts to parse, select, & assign proper image assets from a folder of <600 images based on game state conditions. - Set up modular, callback delegate system between the dialogue & scene management systems to present 35 narrative scenes that run on a single persistent Unity scene.

    • Game Designer, Vision Holder
      • Aug 2019 - May 2021

      - Led project with a team of 11 from the original concept to a successful release on Steam over 18 months, overseeing decisions to ensure the vision was being upheld. - Implemented top-down design to find best mechanics to fulfill the player experience. - Integrated changes from the creative director in a flexible way to stay true to the vision. - Drew inspiration from worker placement mechanics to create a unique genre. - Constructed dynamic narrative system that analyzes current game state and player choices to give feedback in the form of NPC dialogues. - Designed core gameplay loop, excluding any fail states to reinforce the cozy experience. - Collaborated with other designers to create three connected systems that manage NPC happiness, relationships, & interactions.

    • Wellness and Fitness Services
    • Solo Developer
      • Aug 2020 - Dec 2020

      Cozy Cafe | Unity, C# - Designed several gameplay systems using Unity Scriptable Objects leading to rapid creation of modular content frameworks. - Presented player feedback via NPC facial expression changes and dialogue responses to allow for more nuanced interaction. Cozy Cafe | Unity, C# - Designed several gameplay systems using Unity Scriptable Objects leading to rapid creation of modular content frameworks. - Presented player feedback via NPC facial expression changes and dialogue responses to allow for more nuanced interaction.

    • Solo Developer
      • Apr 2020 - Apr 2020

      Not Alone | 48 Hour Game Jam | Unity, C# - Implemented positive feedback system with currency revolving around pets, resulting in overall pleasant experience. - Successfully managed scope in order to prioritize a cozy player UX within game jam time constraints. - Rated best game experience in the class . Not Alone | 48 Hour Game Jam | Unity, C# - Implemented positive feedback system with currency revolving around pets, resulting in overall pleasant experience. - Successfully managed scope in order to prioritize a cozy player UX within game jam time constraints. - Rated best game experience in the class .

    • Game Designer
      • Oct 2019 - Dec 2019

      Charming Farming | 3 months, 2019 | Unity, C# - Pitched original concept for non-violent MMO and led team of 4 through multiple prototypes. - Designed mutually beneficial systems to encourage co-op play within a persistent world by increasing crop yield if working with others. - Built an environment to foster collaboration and positive social interactions by allowing only peaceful, non-destructive interactivity with other player's crops. Charming Farming | 3 months, 2019 | Unity, C# - Pitched original concept for non-violent MMO and led team of 4 through multiple prototypes. - Designed mutually beneficial systems to encourage co-op play within a persistent world by increasing crop yield if working with others. - Built an environment to foster collaboration and positive social interactions by allowing only peaceful, non-destructive interactivity with other player's crops.

Education

  • Indiana University Bloomington
    Game Design, Computer Games and Programming Skills
    2016 - 2021

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