Jake Martin

Xr / Realtime / game dev

Summary

  • More than 10 games published <> PC, Xbox 360, PS3, PSP,  iOS
  • Strong ability to coordinate multiple tasks, work under tight deadlines, solve problems
  • STEM Learning, 1st & 3rd person Action/Adventure, Puzzle, Exploration and Critical Thinking Games
  • Unreal Engine 4/5, HTC Vive, Oculus Rift, Unity3d, Maya, Photoshop, Premiere, P4V, Word, Excel

TITLES COMPLETED:

  • IL-6 Strikes contract project for PC / VR Oculus
  • EULAR 2015 / 2016 contract projects for PC / VR Oculus
  • Moon Base Alpha published on Steam for PC
  • Monster Madness: Battle for Suburbia published by South Peak Interactive for PS3, Xbox 360, PC
  • Hilton: Ultimate Team Play contract project for PSP
  • Adventure Lab contract project for PC
  • Zero Hour: America’s Medic contract project for PC
  • BP Virtual Pangbourne Research Centre contract project for PC
  • Pamoja Mtaani contract project for PC
  • VRFCAT contract project for PC
  • HumanSim Preview internal project published on iTunes for iOS
  • NC BioNetwork contract project for PC
  • 3Di Teams contract project for PC

MOVIES  COMPLETED:

  • Ferdinand -2017
  • Spies in Disguise – 2019

ADVERTISING PROJECTS:

  • EA FC24 Announce Trailer – 2023
  • Fortnite – Giannis Icon Series Announce – 2022
  • Delta X Starbucks – 2022
  • GMC Sierra – 2022
  • Rocket League Sideswipe -2021
  • Pentakill: Lost Chapter – 2021

 

               

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

PROFESSIONAL EXPERIENCE

Realtime Supervisor,  The Mill NY                         2021 to 2023

  • Led and managed teams of VFX artists on real-time/Unreal Engine projects, ensuring project goals and deadlines were met.
  • Provided mentorship and instruction in Unreal and real-time rendering techniques to the artists, enhancing their skill sets and project efficiency.
  • Acted as a key point of contact for both clients and internal teams, facilitating seamless project communication and collaboration.
  • Oversaw project budgets, timelines, and resource allocation, optimizing project management processes for efficiency and cost-effectiveness.
  • Advised and participated in project bidding for initiatives that required real-time rendering and/or Unreal technology expertise.
  • Collaborated with cross-functional teams to integrate innovative real-time rendering solutions into the traditional VFX pipeline, resulting in improved project quality and efficiency.
  • Conducted continuous research to stay updated on the latest software and technology developments, ensuring the team’s ability to deliver cutting-edge projects.
  • Actively drove innovation in the use of real-time rendering technology, pushing the envelope in creative possibilities and problem-solving within the VFX and advertising industry.

VR Technical Director,  Blue Sky Studios                          2016 to 2021

Bluesky Studios 2016-2021

  • Collaborated closely with production teams to develop innovative tools using real-time engines and VR technologies, streamlining the production process and enhancing creativity.
  • Led the design and prototyping of various projects across different platforms, ensuring they met both artistic and technical requirements.
  • Conducted comprehensive research into emerging software and technology to remain at the forefront of the industry, resulting in the studio’s ability to stay competitive and innovative.
  • Played a pivotal role in educating and mentoring artists and designers in the utilization of VR technologies, including Unreal, Quill, Tiltbrush, and Medium, fostering an environment of continuous learning and creative exploration.
  • Spearheaded efforts to educate the studio on real-time development techniques and the transition to Unreal Engine 4 and 5, enabling the team to harness the full potential of these cutting-edge technologies and stay ahead in the industry.

Lead Unreal Developer,  Havas Health Worldwide                                    2015 to 2016

  • Headed the development of interactive VR projects within Unreal Engine 4, leveraging Oculus Rift DK2 technology to create immersive experiences.
  • Led the design and implementation of user experiences and overall game design for VR projects, ensuring they were engaging and user-friendly.
  • Acted as a key point of contact between clients and management, providing valuable insights and recommendations on project scope and production strategies.
  • Undertook self-management of all aspects of production, from concept to delivery, demonstrating exceptional organizational and project management skills.

Adjunct Lecturer Game Design,  NYC College of Technology                 2014 to 2016

City Tech is The City University of New York’s college of technology.

  • Teaching students an introduction to game design and development
  • Demonstrating design, art and level design techniques
  • Teaching students best practices for production
  • Teaching the basics of level editors such as Unity and Unreal 4

Owner, Brain Bone                                                                                        2012 to Present

Brain Bone is an independent game developer and graphic designer created by my self for the purpose of personal projects and freelance work.

Game / Level Designer, Virtual Heroes                                                        2007 to 2011

Virtual Heroes designs and develops Serious games, STEM games and Simulations for PC.

Complete ownership over the levels created for assigned projects.  I was ultimately responsible for complete integration of art assets and code updates.  This included bug tracking, troubleshooting, coordinating with team members for assets and code implementation.

  • Prototype level flow and gameplay mechanics
  • Script interactions and events
  • Manage asset database integrity and adherence to internal standards
  • Contribute to game design and primary owner of quality within the level design department
  • Team process development for internal production
  • Goals assessment and planning for projects
  • Evaluation of production risks and anticipation of potential problems
  • Created and edited promotional materials for print, video and standing displays
  • Responsible for personal appraisals, interviews and other management tasks within the department

Level Designer, Artificial Studios                                                                 2006 to 2007

Artificial Studios designed and developed 1st person and 3rd person action/adventure games for the PC, Xbox 360 and PS3.  After completion of the company’s flagship project the company was dissolved.

  • Independently designed, created and maintained a number of popular levels in both single player and multiplayer
  • Designed, built and maintained missions and collaborated with other designers on improvements to them
  • Organized internal and external play-testing of the multiplayer
  • Participated in online testing and feedback for missions
  • Responsible for all art, design, balance and sound element implementation of levels

EDUCATION:
B.S. in Computer Animation, Full Sail University at Orlando, Orlando, FL 2006

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