Summary
Overview
Work History
Education
Skills
Websites
Mentorship
Timeline
Generic

Jeremy Moncauskas

Mahomet,IL

Summary

Qualified Level Designer with strong foundation in designing engaging and immersive game levels. Demonstrated ability to create seamless game experiences, contributing to successful game launches. Proven track record of utilizing creative problem-solving and collaborative skills to enhance player engagement and satisfaction.

Overview

12
12
years of professional experience

Work History

Lead Level Designer

Undead Labs
07.2023 - Current
  • Co-developed with multiple disciplines across the world on map planning, distribution of gameplay spaces, and world metrics.
  • Grey blocked multiple world locations
  • Helped Production improve best practices for building an open world and revamp the workflow
  • Worked with Production on planning road maps for ramping up Codev partners for world building
  • State of Decay 3
  • Designed immersive game environments to enhance player engagement and experience.
  • Collaborated with artists and programmers to optimize level performance and aesthetics
  • Created documentation for design standards, ensuring consistency across all levels.

Senior Designer

Volition
05.2021 - 07.2023
  • Collaborated with multiple disciplines to bring memorable mission moments to life
  • Grey blocked and hand scripted boss fights
  • Helped to close multiple missions, raising the overall quality and experience of critpath
  • Blocked out mission spaces to improve the flow of missions and combat
  • Build mission specific traversal puzzles
  • Collaborated with cross-functional teams to develop innovative user experiences and enhance product usability.

Lead Level Designer

Ubisoft
06.2020 - 05.2021
  • Lead and directed a codev team of designers to deliver high quality missions for a co-op experience in a quick development cycle
  • Lead a skunk works Level Design team in multiple cities
  • Worked with Ubisoft Marketing and Netflix to deliver Watch Dogs Legion: Money Heist
  • Reviewed mission content and provided feedback regularly to teams around the world.
  • Watch Dogs: Legion Online
  • Mentored junior designers, fostering skill development and creativity within the team.
  • Created documentation for design standards, ensuring consistency across all levels.

Senior Level Designer

Ubisoft
11.2017 - 06.2020
  • Work closely with Level Artists and Mission Designers to build stunning and practical locations
  • Designed exploration paths for collectibles
  • Worked with Codev and Implemented procedural gameplay elements across the world
  • Modified existing layouts to accommodate multiplayer and co-op missions
  • Watch Dogs: Legion
  • Designed and implemented engaging levels using proprietary tools to enhance player experience.
  • Collaborated with artists and programmers to ensure seamless integration of gameplay mechanics and visual elements.

Level Designer

Volition
12.2015 - 11.2017
  • Collaborated with Environmental Artists and Mission Designers to construct beautiful and functional combat spaces
  • Built combat layouts for a procedural dungeon system
  • Designed collectible paths to encourage traversal
  • Designed immersive gameplay environments using advanced level design tools and engine features.
  • Collaborated with cross-functional teams to refine game mechanics and enhance player experiences.

Embedded/Staff QA

Volition
03.2013 - 12.2015
  • Joined forces with Engineers and Designers on testing procedural game play
  • Scripted and tested procedural dialog trees
  • Saints Row 4, Gat Out of Hell, Homefront The Revolution, Metro: Last Light
  • Worked effectively in fast-paced environments.
  • Proven ability to learn quickly and adapt to new situations.

Education

Specialized -

LinkedIn Learning
Toronto, ON
01.2021

Associate Degree - Level Design/Game Design

Vancouver Film School
Vancouver, BC
01-2010

Some College (No Degree) - Game Development

Mesa College
San Diego
01-2008

Skills

  • Co-Development
  • Level Design
  • Visual Scripting
  • Gray Blocking
  • World Metrics
  • AI system configuration

  • Map Polish
  • AI Pathing Implementation
  • World-building
  • Design documentation
  • Collectible Placement
  • Procedural Gameplay Implementation

Mentorship

Undead Labs-

  • Mentored multiple Jr LDs and helped them improve their game play spaces
  • Mentored interns in the Game Design program at Bradley University and FIEA

Volition -

  • Mentored multiple mid level Mission Designers and helped them to create more exciting and engaging missions

Ubisoft-

  • Leadership role in a bi-monthly feedback session amongst multiple projects inside of Ubisoft
  • Mentored three members of QA helping them reach LD status

Timeline

Lead Level Designer

Undead Labs
07.2023 - Current

Senior Designer

Volition
05.2021 - 07.2023

Lead Level Designer

Ubisoft
06.2020 - 05.2021

Senior Level Designer

Ubisoft
11.2017 - 06.2020

Level Designer

Volition
12.2015 - 11.2017

Embedded/Staff QA

Volition
03.2013 - 12.2015

Specialized -

LinkedIn Learning

Associate Degree - Level Design/Game Design

Vancouver Film School

Some College (No Degree) - Game Development

Mesa College