Joel Burgess
joel-at-joelburgess.com
Studio Director, Capybara Games
Studio Director, Capybara Games
Nov 2019 - Present
- Responsible for overall studio strategy
- Pivoted Grindstone into a successful live-ops title
- Design and Leadership mentoring for teams
World Director, Ubisoft Toronto
6/2016 - 11/2019
Watch Dogs Legion
Designer (Independent)
Ongoing
The Heart Set: A Card Game About Relationships
6/2016 - 11/2019
Watch Dogs Legion
- Direction for core setting fiction
- Collaborated across multiple teams/studios on all aspects of world
- Contributed to overall game systems design
- High-level planning for locations, gameplay distribution
- Responsible for presentation and collaboration with internal/external partners
Designer (Independent)
Ongoing
The Heart Set: A Card Game About Relationships
- Designed original concept for tabletop game
- Prototype, Design & Iteration
- Organized artists & illustrators
Senior Designer, Bethesda Game Studios
6/2005 - 5/2016
Fallout 76
Fallout 4
Fallout 76
- Established world tone, setting, and overall goals
- Initial design of major gameplay systems, factions, locations
- Coordinate and align all dev teams on early vision
Fallout 4
- Organized and led level design team
- Various Systems and balance contribution
- Systems and Combat Design Contributions
- Dialogue, Book, and Quest Writing
- Level design and gameplay scripting
- Gameplay Design: Dragon, Spriggan, Wispmother
- Tools and Workflow Design
- Organized Documentation and Release of Creation Kit modding tool
- Collaborated w/Valve on Steam Workshop Integration
- Established & guided creative vision for level design
- Collaborated on world & quest design/implementation
- Hired & managed team of five level designers w/producers
- Shared systems & tools design duties w/design leads
- Co-Editor of Strategy Guide for base game & expansions
- Hands-on level design layout, scripting, writing
- Project co-lead from concept to ship
- Managed team of ~20 artists & designers on tight schedule
- Hands-on w/project. Implemented free-form quests, world design/building, scripting, directed/performed voice acting, etc.
- Collaborated on High-level design of military scenario
- Design of general space/gameplay flow and mechanics
- Flavor text and holotape writing
- Responsible for many of the game's 200+ dungeons
- Spear-headed effort to formalize level design process
- Contributed to story hooks and points of interest for random gameplay
- Co-Collaborator Design, writing, and scripting
- Shared level design duties with one other Level Designer
- Created entire DLC as a team of two
- Established lair layout and theme
- Shared in Level design and writing duties.
- Collaborated with designers on Quest Dungeons
- Design, writing, and implementation of freeform gameplay areas
Level Designer, Terminal Reality
4/2004 - 5/2005
- Contributed to overall Game Design during pre-production
- Wrote and began production on two "episodes", or levels
- Designed and produced two levels of final game
- Handled dialogue and cinematic scripting
Demonik (unreleased)
- Contributed Art Assets
Art Director & Designer, Dezign Corp.
2/2003 - 11/2003
Rob Williams - Project Lead
PlanetQuest (unreleased - cancelled)
- Managed tasks and budget for freelance artists
- Wrote extensive design documentation for original RPG concept
- Early systems prototyping w/proprietary tools
3D Artist, UCF GAMES Lab
2001 - 2004
Dr. John Weishampel - Project Supervisor
Dr. John Weishampel - Project Supervisor
The VR Forest (location-based educational exhibit)
- Created and imported content into Torque Game Engine
- Collaborated on overall experience design
- Project was unveiled at Orlando Science Center in 2005
Education:
B.A. Digital Media: Interactive Media
University of Central Florida
B.A. Digital Media: Interactive Media
University of Central Florida
Dr. Robert Kenny - advisor
Graduated 2004
A.A. Music Theory & Performance
Indian River Community College
A.A. Music Theory & Performance
Indian River Community College
Casey Lunceford, Department Head
Graduated 2001
Miscellaneous:
Speaker: GDC 2010-2015: Level Design in a Day Tutorial
Instructor: GDC China 2012, 2014: Level Design Tutorial
Panelist: QuakeCon 2010, 2012
Co-Author: Level Design Book via Focal Press (Title & Release Date TBD)
Panelist: QuakeCon 2010, 2012
Co-Author: Level Design Book via Focal Press (Title & Release Date TBD)
2012 IGF Design Jury Member
2011, 2012, 2013 IGF Judge
On-Campus presentations:
- Harvard Graduate School of Design
- Sheridan College, Toronto Canada
- FIEA graduate school at University of Central Florida
- University of Baltimore, Shady Grove Campus
- The Guildhall at Southern Methodist University (SMU)
- GlitchCon at the University of Minnesota
- Harvard Graduate School of Design
- Sheridan College, Toronto Canada
- FIEA graduate school at University of Central Florida
- University of Baltimore, Shady Grove Campus
- The Guildhall at Southern Methodist University (SMU)
- GlitchCon at the University of Minnesota
UCF Virtual Rainforest Team was:
- Featured at ESA conference, Savannah, GA 2003
- Featured at Institute for Simulation and Training, Orlando
- Featured at IAAPA convention 2002
Co-Organizer "Rock vs. Cancer" ACS benefit concert
References:
Reference Contacts are Available Upon Request