[ portrait ]
// hello

Jason Spencer

Level Designer · Associate Design Director · 27+ years

Jason is an Associate Design Director with experience in a variety of games. At Virtuos, he manages several designers for AAA game co-development and outsourcing projects for well-known IPs and video game publishers and studios. He has designed and created levels for multiple game genres, including single-player and multiplayer first-person shooters (FPS), third-person platforming action adventures, and massively multiplayer online games(MMO). His work has also given him experience with developing PC and Console games.

27
Years
8
Shipped Titles
6
Studios

// career

  1. 2019
    Virtuos Games2019 - Current
    Lead Level Design · Associate Design Director

    // Working with AAA studios in co-development.

  2. 2017
    Electronic Arts · EA Mythic2017 / 2006 / 2003
    Level Designer · UXO · Warhammer Online · PvZ

    // Multiple projects over the years as a level designer.

  3. 2011
    CCP Games2011 — 2014
    Level Designer · Dust 514

    // Level design creating some of the most people maps in the game and generating a fan base through active community engagement.

  4. 2006
    Pi Studios2006 — 2008
    Map Maker · Quake III Maps

    // Level design for a remake of Bonk. Also contributed a handful of maps for the Quake 3 Arena Arcade developed for the XBOX360.

  5. 2003
    NetDevil2003 — 2005
    Level Designer · Auto Assault

    // Level design for a unique vehicular destruction MMO for NCSoft publishing.

  6. 2001
    Kodiak Interactive2001 — 2003
    Level Designer · Monsters Inc. Scream Arena

    // Game design and level design for the Playstation 2 game of the Disney / Pixar IP Monsters Inc.

// skills

Engines
Unreal Engine 3Unreal Engine 4/5Unityid Tech 3GamebryoHavok Vision
Editors
UnrealEdNetRadiantUnity EditorHammer / Source SDKTrenchbroom
Tools
Maya3ds MaxBlenderPhotoshopSubstance
Approach
Whitebox / GreyboxIterationPlaytestingEncounter DesignCombat PacingSpatial Storytelling
Genres
FPSPvP MMOVehicularPlatformerArena / Multiplayer

// approach

// 1–2 sentence design philosophy goes here. Something about how you think about levels — maybe about flow, or readability, or the moment of "oh, I see what I'm supposed to do."
— a working principle

// get in touch

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