Hi, I'm Jean April

Hi, I'm Jean April

Hi, I'm Jean April

I design and build AAA gameplay.

I design and build AAA gameplay.

I design and build AAA gameplay.

scroll down

The latest game I shipped is :

  • My Role : Designed 3Cs and Weapons

    • Released :  January 2023

    • Genre : Survival Horror (3rd person Shooter)

    • Mode : Single-player

    • Metacritic :  89%

    • Platforms : PC  | PS5 | Xbox S / X

  • OWNERSHIP

    Owned all the Core Player features :

    • Navigation (Ground, 0G*),

    • Controls,

    • Camera,

    • Weapons & Upgrades,

    • Health,

    • Suits,

    • Powers (Stasis, Kinesis)*,

    • and Abilities (Melee, Stomp)*.

    *I got these features to

    ~ Alpha but another designer finished them.

  • THINKING

    MANDATE

    • Offer the player a core gameplay experience that feels authentic to the original, but modernized.


    STRATEGY

    • Make navigation and controls more responsive (à la Dead Space 2).

    • Keep weapon main fire modes as-is, but add new secondary fire modes that enable crowd control.


    METHOD

    • Reverse-engineer core gameplay by playing the original game and by mining the web.  

  • IN-ENGINE

    Examples of in-engine work I've done :

    • Tuned 3Cs, Weapons & their upgrades.

    • Implemented 'Hand Cannon' easter egg weapon.

    • Curated gameplay gym ; a centralized testing hub for all gameplay features.

    • Prototyped then implemented 'Goo' data prefabs to enable Level Designers to create 'Goo' networks.

    • Scripted logic to activate the Ice shader on the player's suit to freeze it when they are in 0G sections and melt it when they exit.

    • Created script interface to expose shader parameters to artists so they could procedurally animate the built-in lights on the Player's armors.

OVERVIEW

OWNERSHIP

THINKING

IN-ENGINE

My Role : Designed 3Cs and Weapons

  • Released :  January 2023

  • Genre : Survival Horror (3rd person Shooter)

  • Mode : Single-player

  • Metacritic :  89%

  • Platforms : PC  | PS5 | Xbox S / X

"[...] combat remains uniquely gratifying and the reworked weapons only improve its limb-dismembering action.

"[...] combat remains uniquely gratifying and the reworked weapons only improve its limb-dismembering action.

"Secondary fire modes give you extra strategic options and room to experiment."

"Secondary fire modes give you extra strategic options and room to experiment."

scroll down

  • My Role : Designed 3Cs and Weapons

    • Released :  January 2023

    • Genre : Survival Horror (3rd person Shooter)

    • Mode : Single-player

    • Metacritic :  89%

    • Platforms : PC  | PS5 | Xbox S / X

  • OWNERSHIP

    Owned all the Core Player features :

    • Navigation (Ground, 0G*),

    • Controls,

    • Camera,

    • Weapons & Upgrades,

    • Health,

    • Suits,

    • Powers (Stasis, Kinesis)*,

    • and Abilities (Melee, Stomp)*.

    *I got these features to

    ~ Alpha but another designer finished them.

  • THINKING

    MANDATE

    • Offer the player a core gameplay experience that feels authentic to the original, but modernized.


    STRATEGY

    • Make navigation and controls more responsive (à la Dead Space 2).

    • Keep weapon main fire modes as-is, but add new secondary fire modes that enable crowd control.


    METHOD

    • Reverse-engineer core gameplay by playing the original game and by mining the web.  

  • IN-ENGINE

    Examples of in-engine work I've done :

    • Tuned 3Cs, Weapons & their upgrades.

    • Implemented 'Hand Cannon' easter egg weapon.

    • Curated gameplay gym ; a centralized testing hub for all gameplay features.

    • Prototyped then implemented 'Goo' data prefabs to enable Level Designers to create 'Goo' networks.

    • Scripted logic to activate the Ice shader on the player's suit to freeze it when they are in 0G sections and melt it when they exit.

    • Created script interface to expose shader parameters to artists so they could procedurally animate the built-in lights on the Player's armors.

The latest game I shipped is :

  • My Role : Designed 3Cs and Weapons

    • Released :  January 2023

    • Genre : Survival Horror (3rd person Shooter)

    • Mode : Single-player

    • Metacritic :  89%

    • Platforms : PC  | PS5 | Xbox S / X

  • OWNERSHIP

    Owned all the Core Player features :

    • Navigation (Ground, 0G*),

    • Controls,

    • Camera,

    • Weapons & Upgrades,

    • Health,

    • Suits,

    • Powers (Stasis, Kinesis)*,

    • and Abilities (Melee, Stomp)*.

    *I got these features to

    ~ Alpha but another designer finished them.

  • THINKING

    MANDATE

    • Offer the player a core gameplay experience that feels authentic to the original, but modernized.


    STRATEGY

    • Make navigation and controls more responsive (à la Dead Space 2).

    • Keep weapon main fire modes as-is, but add new secondary fire modes that enable crowd control.


    METHOD

    • Reverse-engineer core gameplay by playing the original game and by mining the web.  

  • IN-ENGINE

    Examples of in-engine work I've done :

    • Tuned 3Cs, Weapons & their upgrades.

    • Implemented 'Hand Cannon' easter egg weapon.

    • Curated gameplay gym ; a centralized testing hub for all gameplay features.

    • Prototyped then implemented 'Goo' data prefabs to enable Level Designers to create 'Goo' networks.

    • Scripted logic to activate the Ice shader on the player's suit to freeze it when they are in 0G sections and melt it when they exit.

    • Created script interface to expose shader parameters to artists so they could procedurally animate the built-in lights on the Player's armors.

OVERVIEW

OWNERSHIP

THINKING

IN-ENGINE

My Role : Designed 3Cs and Weapons

  • Released :  January 2023

  • Genre : Survival Horror (3rd person Shooter)

  • Mode : Single-player

  • Metacritic :  89%

  • Platforms : PC  | PS5 | Xbox S / X

"[...] combat remains uniquely gratifying and the reworked weapons only improve its limb-dismembering action.

"Secondary fire modes give you extra strategic options and room to experiment."

scroll down

  • My Role : Designed 3Cs and Weapons

    • Released :  January 2023

    • Genre : Survival Horror (3rd person Shooter)

    • Mode : Single-player

    • Metacritic :  89%

    • Platforms : PC  | PS5 | Xbox S / X

  • OWNERSHIP

    Owned all the Core Player features :

    • Navigation (Ground, 0G*),

    • Controls,

    • Camera,

    • Weapons & Upgrades,

    • Health,

    • Suits,

    • Powers (Stasis, Kinesis)*,

    • and Abilities (Melee, Stomp)*.

    *I got these features to

    ~ Alpha but another designer finished them.

  • THINKING

    MANDATE

    • Offer the player a core gameplay experience that feels authentic to the original, but modernized.


    STRATEGY

    • Make navigation and controls more responsive (à la Dead Space 2).

    • Keep weapon main fire modes as-is, but add new secondary fire modes that enable crowd control.


    METHOD

    • Reverse-engineer core gameplay by playing the original game and by mining the web.  

  • IN-ENGINE

    Examples of in-engine work I've done :

    • Tuned 3Cs, Weapons & their upgrades.

    • Implemented 'Hand Cannon' easter egg weapon.

    • Curated gameplay gym ; a centralized testing hub for all gameplay features.

    • Prototyped then implemented 'Goo' data prefabs to enable Level Designers to create 'Goo' networks.

    • Scripted logic to activate the Ice shader on the player's suit to freeze it when they are in 0G sections and melt it when they exit.

    • Created script interface to expose shader parameters to artists so they could procedurally animate the built-in lights on the Player's armors.

CAREER

CAREER

Over the last 18 years, I've worked for several AAA studios.

Over the last 18 years, I've worked for several AAA studios.

  • THE BIRD THAT DRINKS TEARS

  • DRAGON AGE : DREADWOLF

  • STAR WARS : SQUADRONS

  • STAR WARS : BATTLEFRONT II

  • SHADOW OF THE TOMBRAIDER

  • ASSASSIN'S CREED 3

  • PRINCE OF PERSIA : FORGOTTEN SANDS

  • ASSASSIN'S CREED 2

  • PRINCE OF PERSIA

  • ASSASSIN'S CREED

I've worked on a bunch of AAA games, other than DEAD SPACE.

I've worked on a bunch of AAA games, other than DEAD SPACE.

  • THE BIRD THAT DRINKS TEARS

  • DRAGON AGE : DREADWOLF

  • STAR WARS : SQUADRONS

  • STAR WARS : BATTLEFRONT II

  • SHADOW OF THE TOMBRAIDER

  • ASSASSIN'S CREED 3

  • PRINCE OF PERSIA : FORGOTTEN SANDS

  • ASSASSIN'S CREED 2

  • PRINCE OF PERSIA

  • ASSASSIN'S CREED

  • THE BIRD THAT DRINKS TEARS

  • DRAGON AGE : DREADWOLF

  • STAR WARS : SQUADRONS

  • STAR WARS : BATTLEFRONT II

  • SHADOW OF THE TOMBRAIDER

  • ASSASSIN'S CREED 3

  • PRINCE OF PERSIA : FORGOTTEN SANDS

  • ASSASSIN'S CREED 2

  • PRINCE OF PERSIA

  • ASSASSIN'S CREED

Putting it all together, here's the timeline of my career.

Putting it all together, here's the timeline of my career.

scroll down

RESUME

RESUME

DOWNLOAD

CONTACT

CONTACT

IMAGES AND VIDEOS BELONG TO THEIR RESPECTIVE OWNERS © 2024. WEBSITE DESIGN BY THE AUTHOR.

IMAGES AND VIDEOS BELONG TO THEIR RESPECTIVE OWNERS © 2024. WEBSITE DESIGN BY THE AUTHOR.