Resume of
Jeffrey Kung

San Rafael, California
Cell: 415-706-4071
Email: pinecone.jeff@gmail.com
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SUMMARY

With 27 years of experience and 18 shipped titles, I have led level design teams, full design groups, and directed full teams. I also had the privilege of mentoring many designers as well as people in other disciplines. Furthermore, I worked in a wide range of game genres including AAA titles, 1st and 3rd person shooters, flight action games, MMORPGs, and children's titles. I was most recently the Lead Level Designer on a AAA initiative to create standardized design tools at Lost Boys Interactive.

  • Person centered approach to one on ones

    My background in psychotherapy helps me develop trust and rapport with direct reports as well as other leads and individual contributors.

    Mentorship

    Fostering open communication, nurturing profession growth, and leading by example.

    Teaching Cross Discipline Collaboration

    By focusing on a team approach and that design decisions always have implications for other disciplines, I show how interdisciplinary collaboration always yields positive dividends.

  • 18 Shipped Titles

    Through all the various studio closures and layoffs in my career, I have been able to ship 18 different titles. The amount of experience from these titles as well as from the cancelled ones is immeasurable, and I am grateful for that.

    Consistent Documentation

    A cornerstone of my experience in the video game industry, I pride myself on my "design manuals." Any new designer on my teams will have everything they need to create gameplay right away.

    Mentoring

    I am extremely proud of my work with designers in helping them progress in their careers through my one on one meetings, reviews (formal and ad hoc), and daily interactions. This is one of my joys of working in this industry.

  • Unreal Engine 4 & 5
    Unity
    Many Proprietary Level Editors
    Perforce
    Source SDK/Hammer
    Maya
    3D Studio Max
    Photoshop

  • iOS /Android
    PC
    Xbox
    PlayStation
    PlayStation Vita
    PlayStation Portable

  • Jeffrey Kung Interview
    Kiwi Talkz - Podcast/YouTube
    Reece Reilly
    09/2023

    https://youtu.be/_2COHq4ToCs?si=mkGPAj3mTWWd7pxO

    "Jeffrey Kung is a game developer with over 27 years experience. He is best known for his tenure at Lucas Arts working on games such as Mysteries Of The Sith, Rogue Squadron and Republic Commando. He studied Psychology before dropping it to pursue game development."

EXPERIENCE

Lost Boys Interactive - 100% remote - May 2022 - January 2024

Lead Level Designer - Central Design Tools - August 2023 - Current

  • Led a team of Level Designers in an initiative to create a suite of level design tools for rapid prototyping for the studio

  • Researched Unreal Engine 5's out-of-the-box level design tools and determined shortfalls that would require engineering assistance

  • Led a team of Level Designers in a mock level project to document needs as they arise

  • Coordinated Level Design needs with Technical Design Lead for tools, interactive objects, and character setups

  • Looked at foundational mechanics for the types of games the studio needed

  • Created standardized and flexible block out tool kits for new projects to ramp up quickly

Lead Level Designer/Pod Lead - Unannounced 3rd Person Adventure as part of a First Person Shooter - Console/PC - March 2023 - August 2023

  • Led a team of Designers, Engineers, and Artists to create a world that the player will transition to and from the first-person shooter world into a 3rd person game

  • Led the Level Design team with weekly sprint tasks, working in close conjunction with producers on scheduling

  • Develop Level Design best practices and documentation

  • Documentation of zone details, narrative beats, points of interests, and all zone dependencies

  • Reviewed Level Design work on a weekly basis with play tests focusing on specific or recently worked on features

  • Initiated constant communication with other disciplines on intersecting areas of the narrative, levels, animation, art, lighting, and progression via Discord platform

  • Mentoring and reviewing not only the Level Designer's work but with Technical Design, Art, and Engineering as they pertain to the 3rd person world

Lead Level Designer – Unannounced First Person Shooter, Console/PC - May 2022 - March 2023

  • Led level design team in block out, landscape sculpting, gameplay scripting, & gameplay flow

  • In charge of refining the level design pipeline and process

  • Led the Level Design team with weekly sprint tasks, working in close conjunction with producers on scheduling

  • Developed level design best practices and documentation

  • Worked closely with Art, Engineering, and Production to facilitate smooth transfer of content authorship between disciplines

  • Worked closely with the Environment Art team and attended bi-weekly art reviews to ensure level design/art coordination efforts

  • Mentored and reviewed Level Designers' work and career progress


Jam City - Culver City, CA (100% remote) - August 2021 - May 2022

Lead Level Designer - Avatar Mobile Game, iOS, Android

  • Led the Level Design team to prepare for dozens of bespoke levels

  • In charge of developing the Level Design pipeline for pre-launch

  • Defined Level Design and scripting best practices for Level Design and Narrative Design

  • Worked closely with multiple disciplines to produce engaging and visually stunning levels

  • Mentorship of not only the level designers but also the rest of the design team

  • Integrated Product Management and Level Design goals for spenders and non-spenders


EA/Glu Mobile – Foster City, CA (100% remote/pandemic) - February 2019 – August 2021

Lead 3D Level Designer – Deer Hunter World, iOS, Android

  • Led the Level Design team in creating 100s of mission (hunt) designs

  • In charge of developing the design pipeline for pre-launch & live-ops weekly schedule

  • Defined level design and scripting best practices

  • Worked closely with multiple disciplines to produce engaging content

  • Level design – PvE and PvP missions, event mission content, tuning (including live tuning)

  • Mentorship and career guidance of the designers on the team


NetEase Games - San Francisco, CA - September 2018 - January 2019

Senior Level Designer - Mage Supreme (unreleased battle royale brawler), iOS, Android

  • In charge of developing the design pipeline for live-ops schedule and 100s of levels

  • Level Design - PvE missions, bi-weekly event mission content, and gameplay tuning

  • Mentored junior designers


KIXEYE – San Francisco, CA - November 2017 – September 2018

Designer – Battle Pirates, PC/Facebook

  • Mission design – Event missions, bi-weekly mission content, and tuning (including live tuning).

  • Content design – Monthly events, tuning ship hull designs, weapons, and special equipment.

  • Assist on creating best practices in level design, processes, and leveraging my experience in supporting design goals.


Zynga/NaturalMotion – San Francisco, CA - November 2013 – November 2017

Senior DesignerDawn of Titans, NaturalMotion London, iOS/Android

  • Mission and PvP design – 9 event missions, 120 PvP maps, retooling of over 200 PvE missions.

  • Feature specification writing – Placeable Defenses, Weekly Campaign Events.

  • Identified areas of improvement based on live player data and feedback and created new content.

Senior DesignerEmpires & Allies, iOS/Android

  • Game feature and event specifications written for engineering and art teams.

  • Mission design – Over 150 missions authored.

  • Fiction written for overall narrative and character background/personalities.

  • Identified areas of improvement based on live player data and feedback and created new content.

NaturalMotion Games – San Francisco, CA - Acquired by Zynga in 2014

Lead Designer – Unannounced iOS Mobile Game  

  • Defined core audience and core gameplay mechanics for this audience.

  • Wrote game design specifications.

  • Lead prototype efforts for the team.

  • Drove design tools creation.


CCP North America – Greater Atlanta Area, GA - April 2013 – November 2013

World Gameplay DirectorWorld of Darkness, Massively Multiplayer Online Game

  • Lead an experienced team of writers, level and systems designers in integrating the World of Darkness IP into a new MMO.

  • Provided training, mentoring, and direction to the designers in the World Gameplay group.

Creative Manager

  • Managed design teams (level, systems, and writers) as well as the animation team.

  • Hiring/interview duties.

  • Ensured cross-discipline communication between teams.


Nihilistic Software, Inc. – Novato, CA - April 2010 – December 2012

Senior Designer – Call of Duty – Black Ops: Declassified Playstation Vita, Activision - 2012

  • Responsible for 2 Spec Ops style levels (10 total levels) and one multiplayer map.

  • Supervised and mentored junior designers and design interns.

Senior Designer – Resistance: Burning Skies, Playstation Vita, Sony - 2012

  • Responsible for the last level and boss encounter of the game (6 total levels).

  • Supervised and mentored junior designer who had one of the 6 levels.

Senior Designer – Playstation Move Heroes, Playstation 3 Move, Sony - 2011

  • Responsible for designing and implementing 5 missions.

  • Wrote and maintained systems documents for melee abilities.


Sega Studios San Francisco – San Francisco, CA March - March 2009 – March 2010|

Senior Mission Designer – Iron Man 2, Xbox 360 & Playstation 3, Sega - 2010

  • Responsible for designing and implementing 5 of the 11 missions.

  • Worked closely with the tools programmers in designing “Kismet” style scripting tools.

  • Worked closely with 3D environment artist for mission layouts.


Planet Moon Studios – San Francisco, CA - October 2008 – March 2009

Senior Level Designer – Unpublished, Xbox 360 – Kinect, Microsoft - 2009

  • Responsible for multiple levels, coordinating between level artists, programmers, and concept artists to bring each level from isometric sketch to playable state to a final gameplay demo.


Totally Games – Novato, CA - February 2006 – October 2008

Design Director 2007 – 2008

  • Supervised and mentored design team on multiple projects.

  • Coordinated design, engineering, and art departments with gameplay implementation.

Lead Designer – Dora the Explorer: Dora Saves the Mermaids, PS2, Nickelodeon/Take2 - 2007

  • Worked closely with the publisher and licensor on the project’s particulars regarding the Dora IP.

  • Implemented 1/3 of the levels and lead the design team, programmers, artists, and animators.

Senior Designer – Alien Syndrome, Wii & PSP, Sega - 2007

  • Lead the design team and supervised each designer’s levels and mini-games.

  • Coordinated level development between the designers and the art and programming teams.


Planet Moon Studios – San Francisco, CA - October 2004 – February 2006

Lead Designer – Infected, PSP, Majesco - 2006


LucasArts Entertainment Company – San Rafael, CA - November 1996 – October 2004
Senior Systems Designer – Star Wars: Republic Commando
, Xbox & PC - 2003-2004
Lead Level Designer – Armed and Dangerous, Xbox & PC - 2003
Senior Level Designer – Full Throttle 2 (unpublished), Playstation 2 & PC2003
Senior Level Designer – RTX: Red Rock, Playstation 2 - 2003
Level Designer – Star Wars, Episode I: Obi-Wan, X-Box - 2002
Level Designer – Rogue Squadron, Nintendo 64 - 1998
Associate Level Designer – Jedi Knight: Mysteries of the Sith, PC - 1998
Associate Level Designer – Outlaws: Handful of Missions, PC - 1997
Quality Assurance Tester – X-Wing vs. TIE Fighter, PC - 1997
Quality Assurance Tester Outlaws, PC - 1996–1997


SKILLS SUMMARY

Software Skills

  • Unity

  •  Unreal Editor 3/4/5, Kismet, Matinee, Blueprint

  •  Source SDK - Hammer

  •  Several proprietary level design tools

  • Maya, 3DStudio Max, Photoshop, Perforce, Source Safe, Google Suite, Word, Excel, Powerpoint    

Platforms Of Shipped Titles
     •    iOS, Android
     •    Xbox, Xbox 360
     •    Playstation 2, 3, Playstation Move
     •    Playstation Vita, Playstation Portable
     •    Wii
     •    PC


EDUCATION

California Institute of Integral Studies, San Francisco 1990 - 1997
Clinical Psychology Doctoral Program, Ph.D. Winter 1997 (advanced to candidacy, ABD)
Emphasis: Child/Adolescent Psychotherapy and Expressive Arts Therapy, Student Member of the
International Sandplay Society and Sandplay Therapists of America.

Internship experience: included five years of internships seeing patients between the ages of 3 and 55,
children with ADHD, AIDS patients, severely mentally ill patients (both in institutions and halfway homes),
substance abuse, teenage runaways/gang members, patients with mild organic brain disorders, and
abused children and their families.

Pacific Graduate School of Psychology, Palo Alto Fall 1989 - Summer 1990
Clinical Psychology Doctoral Program, Ph.D.

University of California, Berkeley, May 1988
Bachelor of Arts, Psychology


INTERESTS

Video games, photography, marine biology (reef ecology), hiking/backpacking, outdoor life, music (violin
and guitar), movies, and most importantly, my family.


REFERENCES

Available upon request.