

Jake Warren
Game designer, video editor & artist




As a designer, I'm always thinking of new and creative ideas that can impact the world of game development. I'm immensely passionate about games and the industry as a whole.
Having worked professionally in the industry for over a year now, I've worked on many personal and large-scale projects over the years. I love exploring different areas outside of my comfort zone and trying to learn new skills.
My work
Sinners Booth
Sinners Booth is a horror game project I'm developing with 2 other independent developers. The game has the player work as a priest in a confession booth, making choices that will impact the lives of people around them in a branching and atmospheric story. I am one of the main devs on the project, responsible for the game's design, programming, modelling, and art direction.
Responsibilities:
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Game Design
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UI/UX Design in Figma
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3D Modelling & Texturing in Blender
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Programming in C# using Unity
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Managing working remotely with other independent devs
Exfil: Loot & Extract
Exfil is a top down multiplayer shooter game that also was my first major project in the game industry. I worked on redesigning the UI for the game and creating level designs then implementing them into the final version of the game.
Responsibilities:
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Game Design
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UI/UX Design in Figma
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Level Design
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Gameplay Balancing
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Mission Design
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Communicating with external devs
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Providing feedback to developers

Lone Island
Lone Island is an idle survival game focused around a group of survivors that is guided by the player. The game was my most recent project where I worked on major UI overhauls and redesigning the core gameplay of the game.
Responsibilities:
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Game Design
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Designing new in-game events
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UI/UX Design in Figma
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Communicating with external devs
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Providing feedback to developers
Guild Rush Dissertation Project
Guiild Rush was my final year dissertation project, which focused balance within card games and if it was possible to design a game that could be balanced for everyone of all skill levels. I developed, designed, programmed the game myself.
Responsibilities:
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Game prototyping
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Game design
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Game balancing
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Programming in Unity
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Art/asset creation
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Video editing footage
Offshore Map
This was a project for my first year level design unit, where I had to design and build an FPS game level in Unreal. I also had to produce a trailer using the in engine cutscene editor to show off the map.
Responsibilities:
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Level design
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Level planning
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Programming in Unreal
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Unreal Engine cutscene editor to make a trailer
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Using Premiere Pro to edit together the trailer and music
Ninja-AR Pervasive Gaming Project
Ninja-AR was a project I made for my pervasive gaming unit where I developed a prototype for a game that utilized Leapmotion hand tracking and voice commands to create an augmented reality ninja game.
Responsibilities:
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Game design
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Level design
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Programming in Unity
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Asset creation using Aseprite
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Using Premiere Pro to edit together the voice over and footage
Cyber Visions
Cyber Visions was a group university project that simulated working in a professional game development studio. I worked as the project's lead designer and developed the mechanics and design documents for the game, as well as some sprite work and art.
Responsibilities:
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Game design
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Level design
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Asset creation
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Game testing
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Team managment

Interface Design Project
This was a small game I made for an interface design module where I needed to create my own UI for a game built within unity. I received a 90% passing grade for this project which pushed me to pursue UI design further.
Responsibilities:
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Game design
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Programming in Unity
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Asset creation using Aseprite & Photoshop
Art Game Demo
This was a test for an art game that I was working on where the goal was to produce art using and MSpaint style software on the early days of the internet to grow a following and earn money.
Responsibilities
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Programming in Construct 2
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Early protoyping
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Asset creation using Aseprite











