Hello, my name is

Daniel Jacobs

Game Developer

About me

Accomplished game developer with over 25 years of expertise in developing video games for PC and next-generation consoles.

I design worlds for players to get lost in....

I’m Daniel Jacobs, a seasoned game designer with over 25 years of experience in the video game industry. I’ve had the privilege of working on a wide range of projects, from iconic franchises like Silent Hill and Star Wars to groundbreaking titles like New World. My expertise spans across level design, systems design, and gameplay scripting, with a strong focus on crafting immersive worlds and engaging player experiences.

Throughout my career, I’ve led design teams to deliver high-quality games on both PC and next-generation consoles. I thrive in environments that require creativity, technical proficiency, and collaboration. From designing expansive MMO zones and intricate dungeons to developing core gameplay systems like crafting and housing, I aim to bring a unique blend of narrative depth and gameplay mechanics to every project I touch.

Whether it’s scripting action-packed encounters, fine-tuning level flow, or mentoring a team, I bring passion and dedication to every phase of game development. My goal is to continue pushing the boundaries of interactive entertainment and to help create memorable experiences for players around the world.

What I do

From leading design teams to level design, scripting, environment layout and systems design, I deliver fun and exciting high-quality gameplay experiences.

Leadership & Team Management

I lead design teams through all stages of development, focusing on collaboration and creative problem-solving. My goal is to mentor team members while driving projects forward, ensuring deadlines are met and visions are realized.

Level Design & Environment Layout

I create engaging and immersive game worlds by carefully designing levels that balance challenge and narrative. Each environment is crafted to offer players a rewarding experience that feels dynamic and alive.

Systems Design & Documentation

I design intuitive game systems that enhance gameplay, from crafting and HUD systems to resource-gathering mechanics. My documentation ensures that each system is clearly defined and efficiently implemented by the development team.

Skills

Level Design
95%
Game Design
90%
Environment Art
85%
Programming
65%
Sound Design
40%
Visual FX (particles)
70%
Character Art
30%
3D Character Animation
55%
2d Character Animation
55%
Maya
80%
3ds Max
65%
Photoshop
90%
Luau
85%
C#
65%
Java
50%
C++
20%
Adobe Premiere
85%
Adobe After Effects
65%
UnrealEd
65%
CryEngine
90%
Valve Hammer Editor
75%
Hex Engine (Slayer)
95%
Roblox Studio
95%
Unity
80%
Adobe Illustrator
60%

My Experience

2014-Present

Amazon Game Studios

Game Designer

Led the design for six zones in New World, including terrain topography, biome distribution, environment construction, and gameplay encounters.

Supported seasonal content and designed and implemented the Starter Beaches, including quest design.

Designed two major dungeons: Garden of Genesis and Dynasty Shipyard, and set up the game's gathering system for trees, ore, and other resources.

Initially worked on systems design, where I was responsible for the design of key gameplay systems such as crafting, inventory, vitals, fishing, and housing.

Authored foundational design documents, including the first game proposal for New World and the initial designs for core systems such as vitals, HUD, inventory, and crafting.

Spearheaded the development of large-scale gameplay environments, contributing to the game's immersive experience.

2007-2014

Double Helix Games

Lead Level Designer

Transitioned to Double Helix Games, where I continued leading level design teams on high-profile AAA titles. Tasked with level design, environment layout, and scripting while managing a team of 6+ designers across several blockbuster games.

Led the level design team for Silent Hill: Homecoming, the first title in the franchise for Xbox 360 and PS3. Oversaw the integration of new console features such as Achievements, Trophies, and Rich Presence.

Designed and created multiple levels for G.I. Joe: The Rise of Cobra and Front Mission Evolved, including the single-player and multiplayer awards systems for the latter.

Spearheaded the level design of Battleship: The Video Game, delivering the project in under 10 months. Responsible for scripting gameplay, constructing environments for several key levels.

Major contributer to the critically acclaimed reboot of Strider, focusing on level design, pacing, and gameplay integration.

2003-2007

The Collective

Senior Level Designer

Played a crucial role in designing and shipping high-profile licensed titles for major franchises. Responsible for level design, environment layout, and scripting across several large-scale projects, working closely with artists, animators, and engineers to deliver immersive gameplay experiences.

Designed multiple levels for Star Wars Episode III: Revenge of the Sith, including levels 1, 3, 4, 6, and Bonus 1. Developed space combat sequences using a proprietary animation tool to keyframe space battles and create destruction effects.

Designed, scripted, and constructed two hour-long adventure-style levels (The Louvre and Temple Church) for The Da Vinci Code on Xbox, PS2, and PC.

2002-2003

The Collective

Lead Level Designer

Managed a design team to create a game with 20+ levels in under 11 months. Oversaw level design, environment layout, and scripting, while managing staff recruitment and development.

Led the design and scripting of several levels using UnrealEd, incorporating sound design, lighting, and visual FX.

Established a streamlined pipeline for environment construction, enhancing team efficiency and project workflow.

2002-2003

Dragonstone Software

Level Designer

Specialized in constructing visually appealing environments, scripting gameplay, and designing visual FX for Dragon's Lair 3D. Worked closely with texture artists and animators to integrate assets and develop unique environments.

Designed, textured, scripted, and lit multiple levels, including boss battles, for Dragon's Lair 3D.

Created visual FX for water, fire, smoke, steam, and gas, contributing to the game’s atmospheric elements.

1998

Interplay

Intern Artist

Contributed to Fallout 2 by modeling, texturing, and painting details for the Enclave tileset. Assisted with creating inventory objects and animating gore effects for creature deaths.

Portfolio