Jonathan Breese

Senior Narrative Designer at Frontier Developments
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Contact Information
us****@****om
(386) 825-5501
Location
UK
Languages
  • English Native or bilingual proficiency

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Bio

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5.0

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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.

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Experience

    • United Kingdom
    • Computer Games
    • 700 & Above Employee
    • Senior Narrative Designer
      • Aug 2022 - Present

    • France
    • Computer Games
    • 700 & Above Employee
    • Narrative Designer
      • 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

  • Freejam Studios
    • Porstmouth, UK
    • Game Designer
      • 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.

    • United Kingdom
    • Book and Periodical Publishing
    • 1 - 100 Employee
    • Freelance Writer
      • 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

    • United Kingdom
    • Mobile Gaming Apps
    • 100 - 200 Employee
    • Senior Game Designer
      • 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.

    • Germany
    • Computer Games
    • 100 - 200 Employee
    • Senior Game Designer
      • 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.

    • United States
    • Computer Games
    • 100 - 200 Employee
    • Content Designer
      • 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.

  • Kingsisle
    • Austin, TX
    • Game Designer
      • 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.

    • Iceland
    • Computer Games
    • 700 & Above Employee
    • Freelance Mission Designer
      • 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.

    • Freelance Level Designer - Super Granny 5
      • 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.

  • America's Army 3
    • Emeryville, CA
    • Game Designer
      • 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.

  • Dream Pod 9
    • San Diego, CA
    • Rules Designer
      • 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.

Education

  • Emporia State University
    Bachelor's degree, Parks, Recreation and Leisure Studies
    1993 - 1999

Community

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