Jonathan Breese
Senior Narrative Designer at Frontier Developments- Claim this Profile
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English Native or bilingual proficiency
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Bio
M. Zachary Sherman
Knowledgeable, sharp, funny, and tremendously creative. Jonathan is a fantastically well-rounded creator who can fit into every tribe, speak their language, and crank out innovative and entertaining content on-time and on-budget.
Mike Nielsen
Jonathan is a hard-working guy who is passionate about game design. Unfortunately, we never worked on the same project together but his insights were always spot on and sought-after and he has a reputation for being hard-working and trustworthy. I would definitely work with Jonathan again, given the chance.
M. Zachary Sherman
Knowledgeable, sharp, funny, and tremendously creative. Jonathan is a fantastically well-rounded creator who can fit into every tribe, speak their language, and crank out innovative and entertaining content on-time and on-budget.
Mike Nielsen
Jonathan is a hard-working guy who is passionate about game design. Unfortunately, we never worked on the same project together but his insights were always spot on and sought-after and he has a reputation for being hard-working and trustworthy. I would definitely work with Jonathan again, given the chance.
M. Zachary Sherman
Knowledgeable, sharp, funny, and tremendously creative. Jonathan is a fantastically well-rounded creator who can fit into every tribe, speak their language, and crank out innovative and entertaining content on-time and on-budget.
Mike Nielsen
Jonathan is a hard-working guy who is passionate about game design. Unfortunately, we never worked on the same project together but his insights were always spot on and sought-after and he has a reputation for being hard-working and trustworthy. I would definitely work with Jonathan again, given the chance.
M. Zachary Sherman
Knowledgeable, sharp, funny, and tremendously creative. Jonathan is a fantastically well-rounded creator who can fit into every tribe, speak their language, and crank out innovative and entertaining content on-time and on-budget.
Mike Nielsen
Jonathan is a hard-working guy who is passionate about game design. Unfortunately, we never worked on the same project together but his insights were always spot on and sought-after and he has a reputation for being hard-working and trustworthy. I would definitely work with Jonathan again, given the chance.
Experience
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Frontier Developments
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United Kingdom
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Computer Games
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700 & Above Employee
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Senior Narrative Designer
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Aug 2022 - Present
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Ubisoft
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France
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Computer Games
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700 & Above Employee
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Narrative Designer
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Sep 2018 - Present
• Designed narrative and world building for Far Cry brand including characters, world logic, and narrative game mechanics • Wrote dialogue and text for player-facing gameplay, cinematics, and additional setting lore including NPC barks, conversations, and lore notes • Coordinated with team members to realize the narrative and world building through game & level design, QA, cinematics, and art • Implemented dialogue, NPC interactions, and lore in the game engine • Coordinated narrative development with remote partners to maintain narrative consistency • Oversaw and communicated narrative vision to the studio and remote partners • Mentored junior colleagues in game narrative and design
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Freejam Studios
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Porstmouth, UK
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Game Designer
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Aug 2016 - May 2018
• Principle Designer on Robocraft Royale. • Lead Game Designer on Robocraft Infinity – Xbox One. • Senior Game Designer on Robocraft - PC • Oversaw the development of features from planning to release. • Designed monetization and progression mechanics for PC free-to-play and console environments. • Designed console controls and aim assist for Robocraft Infinity. • Designed UI and gameplay flow for PC port to console environment. • Designed game modes and game play. • Balanced weapons and items in a live game environment. • Wrote game fiction and marketing materials.
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MODIPHIUS ENTERTAINMENT LTD
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United Kingdom
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Book and Periodical Publishing
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1 - 100 Employee
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Freelance Writer
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Nov 2015 - May 2018
• Infinity RPG - Core Rulebook – Neoterra Overview • Infinity RPG – Core Rulebook - Gear Design • Infinity RPG – PanOceania Source Book – Neoterra Section • Robert E. Howard’s Conan RPG – Free RPG Day Adventure - Pit of Kutallu • Robert E. Howard’s Conan RPG – Unannounced Title – Unannounced Adventure • Star Trek RPG – Core Rulebook - ENnie Nominated: Product of the Year • Conan RPG - Narrative Design - Free RPG Day: The Pit of Kutallu Adventure • Infinity RPG - Core Rulebook – Neoterra Overview • Infinity RPG – Core Rulebook - Gear Design • Infinity RPG – PanOceania Source Book – Neoterra Section • Robert E. Howard’s Conan RPG – Free RPG Day Adventure - Pit of Kutallu • Robert E. Howard’s Conan RPG – Unannounced Title – Unannounced Adventure • Star Trek RPG – Core Rulebook - ENnie Nominated: Product of the Year • Conan RPG - Narrative Design - Free RPG Day: The Pit of Kutallu Adventure
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NaturalMotion Games
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United Kingdom
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Mobile Gaming Apps
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100 - 200 Employee
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Senior Game Designer
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Nov 2014 - Apr 2016
• Designed units and special abilities for real-time strategy game. • Level design and event scripting with LUA. • Designed and scripted First Time User Experience (FTUE) • Balanced units and abilities with a focus on role and class design • Designed advancement and progression systems with a focus on improving game flow and monetization. • Wrote storyline, dialogue, and general fiction for single player gameplay. • Designed and implemented events for live beta environment. • Designed units and special abilities for real-time strategy game. • Level design and event scripting with LUA. • Designed and scripted First Time User Experience (FTUE) • Balanced units and abilities with a focus on role and class design • Designed advancement and progression systems with a focus on improving game flow and monetization. • Wrote storyline, dialogue, and general fiction for single player gameplay. • Designed and implemented events for live beta environment.
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Bigpoint GmbH
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Germany
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Computer Games
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100 - 200 Employee
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Senior Game Designer
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Sep 2012 - Sep 2014
• Lead Game Designer – Battlestar Galactica Online • Supervised and mentored design team of three designers. • Worked with producer to develop roadmap and plan features. • Designed reward and monetization systems for sandbox, free-to-play, MMO. • Designed item and progression systems for MMO. • Planned future development of game to increase KPIs with the focus on reducing player churn and increasing active player statistics. • Coordinated feature development with interior company support teams and Universal Studios personnel.
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Cryptic Studios
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United States
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Computer Games
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100 - 200 Employee
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Content Designer
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Dec 2010 - Sep 2011
• Designed, implemented and scripted game play for Neverwinter Online and Star Trek Online. • Designed and implemented Borg Incursion event, a story driven, server-wide event for Star Trek Online. • Wrote character dialogue and story for Neverwinter Online and Star Trek Online. • Designed, implemented and scripted game play for Neverwinter Online and Star Trek Online. • Designed and implemented Borg Incursion event, a story driven, server-wide event for Star Trek Online. • Wrote character dialogue and story for Neverwinter Online and Star Trek Online.
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Kingsisle
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Austin, TX
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Game Designer
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Dec 2009 - Dec 2010
• Designed rewards and loot tables. • Designed and scripted game play for an MMO environment using internal game editor. • Designed game level top downs to create effective game play flow and provide direction to artists for level modeling. • Developed and implemented quest mechanics and story. • Designed puzzles and game play for a MMO environment. • Designed rewards and loot tables. • Designed and scripted game play for an MMO environment using internal game editor. • Designed game level top downs to create effective game play flow and provide direction to artists for level modeling. • Developed and implemented quest mechanics and story. • Designed puzzles and game play for a MMO environment.
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CCP Games
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Iceland
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Computer Games
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700 & Above Employee
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Freelance Mission Designer
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Sep 2009 - Mar 2010
• Designed single player game play in a MMO environment. • Wrote character dialogue and mission briefings to communicate goals to player. • Coordinated with designers to guarantee design documentation fulfilled design requirements. • Created items for use as mission objectives and goals. • Wrote additional fiction to match the established game setting fiction of Eve Online. • Designed single player game play in a MMO environment. • Wrote character dialogue and mission briefings to communicate goals to player. • Coordinated with designers to guarantee design documentation fulfilled design requirements. • Created items for use as mission objectives and goals. • Wrote additional fiction to match the established game setting fiction of Eve Online.
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Sandlot Games
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N/A
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Freelance Level Designer - Super Granny 5
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Oct 2009 - Oct 2009
• Scripted game play and levels using level editor. • Designed game play for puzzle and combat levels. • Built 75 puzzle-based levels using level editor for casual game. • Scripted game play and levels using level editor. • Designed game play for puzzle and combat levels. • Built 75 puzzle-based levels using level editor for casual game.
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America's Army 3
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Emeryville, CA
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Game Designer
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Dec 2007 - Jul 2009
• Designed advancement system for character progression. • Created fictional setting for America’s Army 3 including history and geopolitics. • Designed single player game flow and user experience. • Designed achievements for single player and multi-player environments. • Designed bullet penetration and ricochet mechanics from real world ballistic data. • Created cut-scene storyboards and wrote dialogue while working in concert with a concept artist. • Acted as story adviser for America's Army graphic novel. • Designed single player user interface and coordinated with Lead Designer to create multi-player user interface.
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Dream Pod 9
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San Diego, CA
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Rules Designer
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2004 - 2005
• Designed combat and damage system for Heavy Gear Blitz in collaboration with Lead Designer. • Designed Line of Sight and Detection rules for Heavy Gear Blitz • Designed leadership rules for the Silhouette Core Rules. • Designed communications and sensors rules for Heavy Gear Blitz. • Designed combat and damage system for Heavy Gear Blitz in collaboration with Lead Designer. • Designed Line of Sight and Detection rules for Heavy Gear Blitz • Designed leadership rules for the Silhouette Core Rules. • Designed communications and sensors rules for Heavy Gear Blitz.
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Education
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Emporia State University
Bachelor's degree, Parks, Recreation and Leisure Studies