Joe Gatling
Lead Game Designer at Night School Studio- Claim this Profile
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Topline Score
Bio
Facundo Mounes
A pure methodologist, Joe is a game designer that understands the games at their hearts. He is always collaborative and a neat boss. Working with him makes me feel like I´m having a strong support and a direct feedback of the proyects he oversees. I hope we cross paths again in the future.
Diego Freijo
Joe it's one of the best game designers I've worked with. He's a very neat person, wich was a blessing for any programmer who had to read and develop his designs. He always had cool ideas for our games, and always had some explanation of why they could work.
Facundo Mounes
A pure methodologist, Joe is a game designer that understands the games at their hearts. He is always collaborative and a neat boss. Working with him makes me feel like I´m having a strong support and a direct feedback of the proyects he oversees. I hope we cross paths again in the future.
Diego Freijo
Joe it's one of the best game designers I've worked with. He's a very neat person, wich was a blessing for any programmer who had to read and develop his designs. He always had cool ideas for our games, and always had some explanation of why they could work.
Facundo Mounes
A pure methodologist, Joe is a game designer that understands the games at their hearts. He is always collaborative and a neat boss. Working with him makes me feel like I´m having a strong support and a direct feedback of the proyects he oversees. I hope we cross paths again in the future.
Diego Freijo
Joe it's one of the best game designers I've worked with. He's a very neat person, wich was a blessing for any programmer who had to read and develop his designs. He always had cool ideas for our games, and always had some explanation of why they could work.
Facundo Mounes
A pure methodologist, Joe is a game designer that understands the games at their hearts. He is always collaborative and a neat boss. Working with him makes me feel like I´m having a strong support and a direct feedback of the proyects he oversees. I hope we cross paths again in the future.
Diego Freijo
Joe it's one of the best game designers I've worked with. He's a very neat person, wich was a blessing for any programmer who had to read and develop his designs. He always had cool ideas for our games, and always had some explanation of why they could work.
Experience
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Night School Studio
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United States
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Computer Games
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1 - 100 Employee
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Lead Game Designer
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Mar 2017 - Present
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Disney Interactive
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United States
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Book and Periodical Publishing
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1 - 100 Employee
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Senior Game Designer
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Sep 2012 - Mar 2017
I was the lead games designer for Where's My Mickey, a physics based puzzle game and sequel to the hugely popular Where's My Water. Toucharcade described it as the "best [Where's My] game yet." I was the lead games designer for Where's My Mickey, a physics based puzzle game and sequel to the hugely popular Where's My Water. Toucharcade described it as the "best [Where's My] game yet."
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Halfbrick
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Australia
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Computer Games
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1 - 100 Employee
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Game Designer
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Oct 2011 - Aug 2012
I was principal games designer for the hugely popular title Jetpack Joyride (iOS/Android), and am responsible for designing regular gameplay and content updates.My duties included designing, prototyping, and implementing games for mobile platforms. I was principal games designer for the hugely popular title Jetpack Joyride (iOS/Android), and am responsible for designing regular gameplay and content updates.My duties included designing, prototyping, and implementing games for mobile platforms.
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Metrogames
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Argentina
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Computer Games
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1 - 100 Employee
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Head of Games Design
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Jul 2010 - Oct 2011
As games design department lead, I was responsible for hiring team members, conducting performance evaluations, and overseeing the creative professional development of all members of the games design team.My duties included managing a team of 5 game designers, as well as designing, documenting, and implementing games for Facebook and iOS. Additional duties included analysing performance metrics and designing content or gameplay updates to maximise retention, virality, and monetisation of all live games. I played a key role in the creative direction of the company as a whole, as it was my responsibility to oversee the creation of proposals for all future game development.Shipped titles I worked on include Auto Hustle, Coco Girl for the Facebook platform.
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Game designer
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Oct 2008 - Jan 2010
At Halfbrick I was a co-designer for the smash hit Fruit Ninja (iOS/Android), which has had sold over 10 million copies. Other shipped titles include Monster Dash (iOS/Android), Marvel Super Hero Squad DS (NDS), and Aero Racer (PSP Minis)I worked in all stages of the game development cycle, from request for proposal (RFP), game design document (GDD), through to level design, gameplay balancing, and bug tracking.All game development was done using a strict SCRUM methodology. At Halfbrick I was a co-designer for the smash hit Fruit Ninja (iOS/Android), which has had sold over 10 million copies. Other shipped titles include Monster Dash (iOS/Android), Marvel Super Hero Squad DS (NDS), and Aero Racer (PSP Minis)I worked in all stages of the game development cycle, from request for proposal (RFP), game design document (GDD), through to level design, gameplay balancing, and bug tracking.All game development was done using a strict SCRUM methodology.
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Australasian CRC for Interaction Design
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Australia
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IT Services and IT Consulting
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UI / Graphic designer
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Nov 2006 - Dec 2006
Duties included working as a user interface designer with a team of software engineers to create prototype interfaces for experimental mobile devices. Duties included working as a user interface designer with a team of software engineers to create prototype interfaces for experimental mobile devices.
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Education
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Queensland University of Technology
BIT, BCI, Software Engineering, Communication Design