James Lee

Pierre Gaudillere

Technical Level Designer

Resume

About Me

Hello, I'm a professional and versatile level designer with 10+ years of experience in the video game industry. I had the chance to work on very different projects and collaborate with teams of all sizes (from indie to AAA).

Today I'm offering my skills as a freelance to create content, but also to speed up production and help people to collaborate. I'd like to go back full time on a production and release a new title. I'm especially interested in environmental narrative, storytelling and procedural content generation.

If you are interested by knowing more or discuss any other topics - including the meaning of life - do not hesitate to contact me!

A bientôt.

Released Titles

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Solasta - Crown of the Magister

Created several released map for the DnD game from Tactical Adventures, including DLC Maps The Swamps & Coparann Mines. Designed and debugged quests. Helped with cinematics and narrative. Developed several tools to create custom interaction and speed up production. Also developed an AI bot that was constantly playing the game for QA purpose.

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No Rest for the Wicked

Worked as freelance level designer. Iterated over transitional areas between biomes. Participated several design meetings and playtests for balancing game mechanics.

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Dishonored II

Worked from preproduction to release. Assigned on the very first mission of the game, with a lot of iterations around how to combine heavy narrative and gameplay. Created several maps for prototyping gameplay. Worked closely with developer and artists, especially to settle the opening cinematic of the game.

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Work Experience

Freelance Level Designer (2016 - today)

Level design consultant for various indie companies, including Ocellus Studios (next-gen 3d platformer), Black Flag Studios (exploration/base-building game) and Douze Dixièmes (sci-fi metroidvania).

Unreal & Unity teacher in several game schools (ECV Lille, Rubika, Gamagora Lyon, ICAN Paris, eArtsup Nantes, ILOI).

Technical Level Designer - Tactical Adventures (2020 - 2021)

Quest design, map mockups, blockout, encounter and loot balancing, scripting, tools development.

Level Designer - Moon Studios (2019 - 2020)

Map blockout and gameplay balancing.

Between 2016 and 2019, I lived abroad and I worked as a freelance on various projects, especially on a mobile game and on a digitalized version of Joan of Arc, a board game edited by Asmodee Editions. I also teached Unreal courses at ILOI game school.

Level Designer - Arkane Studios (Lyon) (2013 - 2016)

Map blockout, gameplay prototyping, scripting, balancing, narrative environment, cinematics.

Unity Developer - Uncanny Games (2011-2013)

Released OIO - The Game, a 2D platformer video game made with Unity. Took over external contracts when necessary. Worked on a mobile game with user-generated dungeon, edited by BulkyPix (project was canceled).

Game Designer (Internship) - Fishing Cactus (Belgium) (2010)

Created flash games prototypes, wrote high level document for a famous comic IP, designed levels for released mobile games.

Flash Developer (Internship) - Ishtar Games (2009)

Created and released two flash games in two months in collaboration with another 2D artist intern.

Other Projects

Orphan Age

Designed several randomized maps for Orphan Age (Black Flag Studios), a game mixing base building and RPG mechanics (party control, exploration). Developed several tools for speeding up production. Iterated over game economics and balancing.

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Shift 2 - iPhone

Designed the 60 levels of the game, from tutorial to super-hard-final one.

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Swapply

A free one-button game originaly made for the game jam Ludum Dare 52 (theme: "every ten minutes"). Final version includes 4 levels and about 60 minutes of gameplay.

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Art Science 21

Created 17 games with pupils from 7 to 15 years old. A collaborative project with Pierre Esteve, former composer of the french game studio Cryo.

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Joan Of Arc

Worked with Mythic Games on the digital version of a board game involving high strategy and complex mechanics. Developed a “scenarii editor” in Unity allowing players to create their own campaigns.

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Neverwinter Nights Modding

A persistent multiplayer world made with Aurora Toolset.

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