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  <url>
    <loc>http://jakeshuman.com/photography</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2019-02-12</lastmod>
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      <image:loc>https://static1.squarespace.com/static/5424826be4b0daad27ec2b7d/t/54d8454de4b0b788c0deb5cd/1423459661217/</image:loc>
      <image:title>Shipped Titles</image:title>
      <image:caption />
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  </url>
  <url>
    <loc>http://jakeshuman.com/the-blog</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2017-06-05</lastmod>
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  <url>
    <loc>http://jakeshuman.com/the-blog/2017/6/5/so-virtual-reality-development-is-fun</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2017-06-05</lastmod>
  </url>
  <url>
    <loc>http://jakeshuman.com/quick-wordz-summary</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2017-05-21</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5424826be4b0daad27ec2b7d/1458266944293-G0SI1FUU4IMS7OBHMQAY/Screen+Shot+2016-03-17+at+10.07.19+PM.png</image:loc>
      <image:title>Quick Wordz Summary</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5424826be4b0daad27ec2b7d/1458266944293-G0SI1FUU4IMS7OBHMQAY/Screen+Shot+2016-03-17+at+10.07.19+PM.png</image:loc>
      <image:title>Quick Wordz Summary</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5424826be4b0daad27ec2b7d/1458272584104-1STJXE7PLPPTY44HPDXZ/Screen+Shot+2016-03-17+at+10.07.33+PM.png</image:loc>
      <image:title>Quick Wordz Summary</image:title>
      <image:caption>Role: Game Designer, Puzzle Designer document writer, monetization, feature design, storyboarding play-testing, concept design  Tools Used: Microsoft Office, Flurry Analytics, Adobe Illustrator Length: &gt; 1 year Platform: iOS &amp; Android Achievements: -Nominated for best design at Indiecade &amp; Casual Connect. Overview: I started as a general Game Designer right after pre-production.  The first thing I reworked was the tutorial we had in place based off the feedback from live data.  Soon after, I helped reshape the rewards and scoring system.  In addition, I designed an AI system that would allow the player to play against predetermined levels and AI bots, but this was never fully implemented into the game.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>http://jakeshuman.com/galleryo</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2017-05-21</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5424826be4b0daad27ec2b7d/1458273612704-1KBAONWM2NCWGWSKIOPM/MainMenu03.jpg</image:loc>
      <image:title>Cyber Chicken</image:title>
      <image:caption>Role: -Level Designer -System Designer -Concept &amp; Documentation -AI encounter design -3D Prop Artist Tools Used: Unity3D, Blender, Adobe Illustrator/Photoshop, Microsoft Visio. custom made analytic system Length: 2 years Programming Languages Used: C# Platform: PC - Through Steam Overview: Cyber Chicken is a game designed to be a satire on modern technology and politics.  As the Level Designer I was tasked with designing and building the way the world works.  This included start to finish construction, concept documentation, event scripting and even AI encounter design.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5424826be4b0daad27ec2b7d/1458273612704-1KBAONWM2NCWGWSKIOPM/MainMenu03.jpg</image:loc>
      <image:title>Cyber Chicken</image:title>
      <image:caption>Role: -Level Designer -System Designer -Concept &amp; Documentation -AI encounter design -3D Prop Artist Tools Used: Unity3D, Blender, Adobe Illustrator/Photoshop, Microsoft Visio. custom made analytic system Length: 2 years Programming Languages Used: C# Platform: PC - Through Steam Overview: Cyber Chicken is a game designed to be a satire on modern technology and politics.  As the Level Designer I was tasked with designing and building the way the world works.  This included start to finish construction, concept documentation, event scripting and even AI encounter design.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>http://jakeshuman.com/into-the-war-summary</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2019-02-12</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5424826be4b0daad27ec2b7d/1458265190734-3EBZUA3LWOIIUS2WAV32/Screen+Shot+2016-03-17+at+8.29.56+PM.png</image:loc>
      <image:title>Into The War Summary</image:title>
      <image:caption>Role: Lead Level Designer/Level Designer Balance, flow, managed Level Design Documents, event scripting Tools Used: Unity3D, Adobe Photoshop Programming Languages Used: C# Length: &lt; 1 year Platform: PC - Through Steam Achievements: -30,000 unique activations. -Finished #1 in Steam's Greenlight program. Overview: Into The War was an FPS multiplayer game based on the idea of today's modern war mixed with free running abilities.  I worked as the Lead Level Designer for this project and lead a team of designers to design the most immersive maps that we could.  I would create and manage the team's Level Design Documents, while regularly meeting with the other designers to make iterations on their levels.  In addition, I would design the balance and flow of my own levels and tweak them based off live data.  I was also responsible with running our Thunderclap campaign with only 6 days left we were able to reach the numbers shown below.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5424826be4b0daad27ec2b7d/1458265190734-3EBZUA3LWOIIUS2WAV32/Screen+Shot+2016-03-17+at+8.29.56+PM.png</image:loc>
      <image:title>Into The War Summary</image:title>
      <image:caption>Role: Lead Level Designer/Level Designer Balance, flow, managed Level Design Documents, event scripting Tools Used: Unity3D, Adobe Photoshop Programming Languages Used: C# Length: &lt; 1 year Platform: PC - Through Steam Achievements: -30,000 unique activations. -Finished #1 in Steam's Greenlight program. Overview: Into The War was an FPS multiplayer game based on the idea of today's modern war mixed with free running abilities.  I worked as the Lead Level Designer for this project and lead a team of designers to design the most immersive maps that we could.  I would create and manage the team's Level Design Documents, while regularly meeting with the other designers to make iterations on their levels.  In addition, I would design the balance and flow of my own levels and tweak them based off live data.  I was also responsible with running our Thunderclap campaign with only 6 days left we were able to reach the numbers shown below.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5424826be4b0daad27ec2b7d/1458265137858-RU7YJZJX6Z443VTE7KTK/Screen+Shot+2016-03-17+at+9.38.30+PM.png</image:loc>
      <image:title>Into The War Summary</image:title>
      <image:caption>Role: Lead Level Designer/Level Designer Tools Used: Unity3D, Adobe Photoshop Length: 4 months Overview: Into The War was an FPS multiplayer game based on the idea of today's modern war mixed with free running abilities.  I worked as the Lead Level Designer for this project and lead a team of designers to design the most immersive maps that we could.  I was responsible with running our Thunderclap campaign with only 6 days left we were able to reach the numbers shown below.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>http://jakeshuman.com/alpha-quest-summary</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2017-05-21</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5424826be4b0daad27ec2b7d/1458273079700-170JL42UEGDXKBYXDPLC/File+Jan+16%2C+8+57+21+PM.png</image:loc>
      <image:title>Alpha Quest Summary</image:title>
      <image:caption>Role: Game Designer, Puzzle Designer document writer, monetization, feature design, storyboarding play-testing, concept design,   Tools Used: Microsoft Office, Flurry Analytics, Adobe Illustrator, Adobe Photoshop, Edge Animate Length: &gt; 6 months Platform: iOS &amp; Android Achievements: -Winner "Best Indie Game of 2015" at Canadian Videogame Awards. -Top 100 downloaded games (2015) in the Canadian iOS store. Overview: I was fortunate to design majority of the final product you see today.  I designed the core mechanics with the cooperation of my team, which lead me to design the other systems that are currently in place.  I researched and designed the monetization techniques, along with the reward and objective system for each level.  Each level is a puzzle in a special form presented to the player.  I primarily focused on designing these levels and using live data to reiterate them to keep the player engaged.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5424826be4b0daad27ec2b7d/1458273079700-170JL42UEGDXKBYXDPLC/File+Jan+16%2C+8+57+21+PM.png</image:loc>
      <image:title>Alpha Quest Summary</image:title>
      <image:caption>Role: Game Designer, Puzzle Designer document writer, monetization, feature design, storyboarding play-testing, concept design,   Tools Used: Microsoft Office, Flurry Analytics, Adobe Illustrator, Adobe Photoshop, Edge Animate Length: &gt; 6 months Platform: iOS &amp; Android Achievements: -Winner "Best Indie Game of 2015" at Canadian Videogame Awards. -Top 100 downloaded games (2015) in the Canadian iOS store. Overview: I was fortunate to design majority of the final product you see today.  I designed the core mechanics with the cooperation of my team, which lead me to design the other systems that are currently in place.  I researched and designed the monetization techniques, along with the reward and objective system for each level.  Each level is a puzzle in a special form presented to the player.  I primarily focused on designing these levels and using live data to reiterate them to keep the player engaged.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>http://jakeshuman.com/tappy-toes-1</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2017-05-21</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5424826be4b0daad27ec2b7d/1495251200416-65Q3116U9B7B33JJQ2LL/File+May+19%2C+8+14+04+AM.png</image:loc>
      <image:title>Tappy Toes - Tappy Toes</image:title>
      <image:caption>Role: -Game Designer -System Designer -Concept &amp; Documentation Tools Used: Adobe Air, Microsoft Visio, Flurry Analytics, Microsoft Word/Excel Length: 3 months Platform: iOS &amp; Android Achievements: -Finalist for "Best Indie Game of 2016" at Canadian Videogame Awards. -Featured on iOS App Store. Overview: Tappy Toes was designed for the Happy Housing campaign to launch at the same time as the campaign.  The game was designed to keep players engaged for 3-5 minutes.  We wanted this because the game was meant to be enjoyed in short bursts only.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5424826be4b0daad27ec2b7d/1495251200416-65Q3116U9B7B33JJQ2LL/File+May+19%2C+8+14+04+AM.png</image:loc>
      <image:title>Tappy Toes - Tappy Toes</image:title>
      <image:caption>Role: -Game Designer -System Designer -Concept &amp; Documentation Tools Used: Adobe Air, Microsoft Visio, Flurry Analytics, Microsoft Word/Excel Length: 3 months Platform: iOS &amp; Android Achievements: -Finalist for "Best Indie Game of 2016" at Canadian Videogame Awards. -Featured on iOS App Store. Overview: Tappy Toes was designed for the Happy Housing campaign to launch at the same time as the campaign.  The game was designed to keep players engaged for 3-5 minutes.  We wanted this because the game was meant to be enjoyed in short bursts only.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5424826be4b0daad27ec2b7d/1495244287199-0VUGYK9EX4VP1L8UGG0C/File+May+19%2C+8+14+04+AM.png</image:loc>
      <image:title>Tappy Toes - Tappy Toes</image:title>
      <image:caption>Role: -Game Designer -System Designer -Concept &amp; Documentation Tools Used: Adobe Air, Microsoft Visio, Flurry Analytics, Microsoft Word/Excel Length: 3 months Overview: Tappy Toes was designed for the Happy Housing campaign to launch at the same time as the campaign.  The game was designed to keep players engaged for 3-5 minutes.  We wanted this because the game was meant to be enjoyed in short bursts only.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>http://jakeshuman.com/crossy-spikes</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2017-05-21</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5424826be4b0daad27ec2b7d/1495259041756-ZSTSHEU2NRSMUPL1YD3D/File+May+19%2C+8+17+32+AM.png</image:loc>
      <image:title>Crossy Spikes - Crossy Spikes</image:title>
      <image:caption>Role: -Game Designer -System Designer -Concept &amp; Documentation Tools Used: Adobe Air, Microsoft Visio, Flurry Analytics, Microsoft Word/Excel Length: 2 months Platform: iOS &amp; Android Overview: Crossy Spikes was another game designed to launch with the Happy Housing campaign.  I was fortunate to have full control designing this game, only requirement was to be kid friendly.  I designed the game as a  "Achieve the highest score" type of game.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5424826be4b0daad27ec2b7d/1495259041756-ZSTSHEU2NRSMUPL1YD3D/File+May+19%2C+8+17+32+AM.png</image:loc>
      <image:title>Crossy Spikes - Crossy Spikes</image:title>
      <image:caption>Role: -Game Designer -System Designer -Concept &amp; Documentation Tools Used: Adobe Air, Microsoft Visio, Flurry Analytics, Microsoft Word/Excel Length: 2 months Platform: iOS &amp; Android Overview: Crossy Spikes was another game designed to launch with the Happy Housing campaign.  I was fortunate to have full control designing this game, only requirement was to be kid friendly.  I designed the game as a  "Achieve the highest score" type of game.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5424826be4b0daad27ec2b7d/1495256230765-HDF9POOB3OP7P5FKXWB9/File+May+19%2C+8+17+32+AM.png</image:loc>
      <image:title>Crossy Spikes - Crossy Spikes</image:title>
      <image:caption>Role: -Game Designer -System Designer -Concept &amp; Documentation Tools Used: Adobe Air, Microsoft Visio, Flurry Analytics, Microsoft Word/Excel Length: 2 months Overview: Crossy Spikes was another game designed to launch with the Happy Housing campaign.  I was fortunate to have full control designing this game, only requirement was to be kid friendly.  I designed the game as a typical "Achieve the highest score" type of game.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>http://jakeshuman.com/candy-crush-jelly-1</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2019-11-25</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5424826be4b0daad27ec2b7d/1550003842561-3XW13ILIAYFWM5LMIPG0/Jelly-Saga-TT-1.jpg</image:loc>
      <image:title>Candy Crush Jelly</image:title>
      <image:caption>Role: Level Designer/Game Designer Designing &amp; Building levels, Designing Episodes, Analyzing metrics, Hosting workshops, Applying analytics to Level Design. Tools Used: Adobe Illustrator/Photoshop, Microsoft Office, Custom Engine Programming Languages Used: C# (during prototyping projects) Length: &lt; 1 year Platform: IOS, Android, Facebook, Windows Overview: During my time on Candy Crush Jelly I researched how we could improve the game by coming up with a hypothesis and gathering the necessary data to back up my claim. I believed that we had a missed opportunity with avoiding episode design. I hypothesized how we could design episodes before levels and see an uplift in user experience. This proved to be true after 6 months of running experiments to prove that designing the episode first could decrease player churn.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5424826be4b0daad27ec2b7d/1550003842561-3XW13ILIAYFWM5LMIPG0/Jelly-Saga-TT-1.jpg</image:loc>
      <image:title>Candy Crush Jelly</image:title>
      <image:caption>Role: Level Designer/Game Designer Designing &amp; Building levels, Designing Episodes, Analyzing metrics, Hosting workshops, Applying analytics to Level Design. Tools Used: Adobe Illustrator/Photoshop, Microsoft Office, Custom Engine Programming Languages Used: C# (during prototyping projects) Length: &lt; 1 year Platform: IOS, Android, Facebook, Windows Overview: During my time on Candy Crush Jelly I researched how we could improve the game by coming up with a hypothesis and gathering the necessary data to back up my claim. I believed that we had a missed opportunity with avoiding episode design. I hypothesized how we could design episodes before levels and see an uplift in user experience. This proved to be true after 6 months of running experiments to prove that designing the episode first could decrease player churn.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5424826be4b0daad27ec2b7d/1550011136831-8NAKTMGSL3AGTJQIS3G9/Jelly-Saga-TT-1.jpg</image:loc>
      <image:title>Candy Crush Jelly</image:title>
      <image:caption>Role: Technical Level Designer/Game Designer Balanced Levels, analyzed player analytics, hypothesized experiments and drove them until completion, Wrote documentation, mentored junior designers. Tools Used: Unity3D, Custom Engine, Microsoft Office, Adobe illustrator/Photoshop, in house built analytics. Programming Languages Used: C# (during experimentation projects) Length: &lt; 1 year Platform: Windows, IOs, Android, Facebook Overview: During my time on candy Crush Jelly, my biggest accomplishment was driving a hypothesis that increased level production and decreased player churn. In short, the project saw missed potential in an area of the game. After investigating and forming a potential solution, the game itself saw a decrease in churn and helped level designers create levels quicker than they ever have before. Overall, the increase was roughly 20%.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>http://jakeshuman.com/candy-crush-summary</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2019-11-25</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5424826be4b0daad27ec2b7d/1550012659468-GDOSROXY3ECSQWFPIF47/candy-crush-saga.jpg</image:loc>
      <image:title>Candy Crush Summary</image:title>
      <image:caption>Role: Level Designer/Game Designer Balanced Levels, analyzed player analytics, hypothesized experiments and drove them until completion, Wrote documentation, mentored junior designers, Designed game modes/game elements, Managed all documentation Tools Used: Unity3D, Custom Engine, Microsoft Office, Adobe illustrator/Photoshop, in house built analytics. Programming Languages Used: C# (during experimentation projects) Length: &lt; 1 year Platform: Windows, IOs, Android, Facebook Overview: I took my learnings from Candy Crush Jelly and applied them to the original Candy Crush. I applied my hypothesis from Candy Crush Jelly that returned an overall increase to level production by 20% and decreased player churn to original Candy Crush. This returned an increase to level production by roughly 38% and gave designers the power to identify weak spots in their daily designs. Feb 12, 2019</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5424826be4b0daad27ec2b7d/1550012659468-GDOSROXY3ECSQWFPIF47/candy-crush-saga.jpg</image:loc>
      <image:title>Candy Crush Summary</image:title>
      <image:caption>Role: Level Designer/Game Designer Balanced Levels, analyzed player analytics, hypothesized experiments and drove them until completion, Wrote documentation, mentored junior designers, Designed game modes/game elements, Managed all documentation Tools Used: Unity3D, Custom Engine, Microsoft Office, Adobe illustrator/Photoshop, in house built analytics. Programming Languages Used: C# (during experimentation projects) Length: &lt; 1 year Platform: Windows, IOs, Android, Facebook Overview: I took my learnings from Candy Crush Jelly and applied them to the original Candy Crush. I applied my hypothesis from Candy Crush Jelly that returned an overall increase to level production by 20% and decreased player churn to original Candy Crush. This returned an increase to level production by roughly 38% and gave designers the power to identify weak spots in their daily designs. Feb 12, 2019</image:caption>
    </image:image>
  </url>
  <url>
    <loc>http://jakeshuman.com/ccs-level-design</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2020-07-27</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5424826be4b0daad27ec2b7d/1595707254904-6T3UR4G7F05V6ZUKNIUC/level5k+real.png</image:loc>
      <image:title>CCS Level Design - Level Design</image:title>
      <image:caption>Overview: I was recruited to the original Candy Crush team after leading a successful Level Design retention project on Candy Crush Jelly. I was placed on this team to implement what we learned from Candy Crush Jelly into Candy Crush Original. My Role: Technical Level Designer After successfully implementing all of our positive discoveries from Candy Crush Jelly, I entered into a mentoring role and coached other designers on becoming Technical Level Designers. This enabled the team to become self-sufficient and build their own tools to test their hypotheses</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5424826be4b0daad27ec2b7d/1595707254904-6T3UR4G7F05V6ZUKNIUC/level5k+real.png</image:loc>
      <image:title>CCS Level Design - Level Design</image:title>
      <image:caption>Overview: I was recruited to the original Candy Crush team after leading a successful Level Design retention project on Candy Crush Jelly. I was placed on this team to implement what we learned from Candy Crush Jelly into Candy Crush Original. My Role: Technical Level Designer After successfully implementing all of our positive discoveries from Candy Crush Jelly, I entered into a mentoring role and coached other designers on becoming Technical Level Designers. This enabled the team to become self-sufficient and build their own tools to test their hypotheses</image:caption>
    </image:image>
  </url>
  <url>
    <loc>http://jakeshuman.com/ccjs-features-pvp</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2020-07-24</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5424826be4b0daad27ec2b7d/1595004218156-FIX12EX1BLLZ8AW9Y87U/jelly%2Bpvp.jpg</image:loc>
      <image:title>CCJS Features - PVP - Game Design</image:title>
      <image:caption>Overview: For the first time ever in Candy Crush, players could play against one another in PvP. I helped design the foundation for PvP, as well as 4 sub-features that made up the core to PvP. I was solely responsible for concepting and then leading these features up until release. My Role: Game (Systems) Designer While working on Jelly, my role was to design and lead features that closely matched the vision of Jelly’s future set by our Lead Game Designer. Together, we would determine which direction the game needed to take and then we would form a plan of what’s needed. At this point, I would concept rough ideas, collect feedback and then present this to our team’s leadership. Once approved, the feature would enter full production and I would support the feature and team throughout it’s life. Extras: An immense amount of research went into PvP’s design and production. Seeing as this information was invaluable, I started a collection of workshops that were meant to share anything we learned with the other design teams. This evolved into a monthly course that covered all forms of Game Development. We covered topics ranging from designing an effective system for Casual Mobile games all the way to learning 3D Level Design &amp; scripting.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5424826be4b0daad27ec2b7d/1595004218156-FIX12EX1BLLZ8AW9Y87U/jelly%2Bpvp.jpg</image:loc>
      <image:title>CCJS Features - PVP - Game Design</image:title>
      <image:caption>Overview: For the first time ever in Candy Crush, players could play against one another in PvP. I helped design the foundation for PvP, as well as 4 sub-features that made up the core to PvP. I was solely responsible for concepting and then leading these features up until release. My Role: Game (Systems) Designer While working on Jelly, my role was to design and lead features that closely matched the vision of Jelly’s future set by our Lead Game Designer. Together, we would determine which direction the game needed to take and then we would form a plan of what’s needed. At this point, I would concept rough ideas, collect feedback and then present this to our team’s leadership. Once approved, the feature would enter full production and I would support the feature and team throughout it’s life. Extras: An immense amount of research went into PvP’s design and production. Seeing as this information was invaluable, I started a collection of workshops that were meant to share anything we learned with the other design teams. This evolved into a monthly course that covered all forms of Game Development. We covered topics ranging from designing an effective system for Casual Mobile games all the way to learning 3D Level Design &amp; scripting.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>http://jakeshuman.com/ccs-level-5000</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2020-07-25</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5424826be4b0daad27ec2b7d/1595705205886-7L8QTUVCPWILLUFELCIF/level5k+real.png</image:loc>
      <image:title>CCS Level 5000 - Forbes Magazine Review of Level 5000</image:title>
      <image:caption>Overview: I designed level 5000 and then balanced the level’s design with another colleague. The level was noticed by Forbes magazine, where they proceeded to write an article about the level and it’s design. My Role: Level Designer Article: You can read the published article here.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5424826be4b0daad27ec2b7d/1595705205886-7L8QTUVCPWILLUFELCIF/level5k+real.png</image:loc>
      <image:title>CCS Level 5000 - Forbes Magazine Review of Level 5000</image:title>
      <image:caption>Overview: I designed level 5000 and then balanced the level’s design with another colleague. The level was noticed by Forbes magazine, where they proceeded to write an article about the level and it’s design. My Role: Level Designer Article: You can read the published article here.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>http://jakeshuman.com/ccs-game-mode</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2020-07-28</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5424826be4b0daad27ec2b7d/1595698245757-56QH2SWK6J5A8915X159/level5k+real.png</image:loc>
      <image:title>CCS Game Mode</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5424826be4b0daad27ec2b7d/1595698245757-56QH2SWK6J5A8915X159/level5k+real.png</image:loc>
      <image:title>CCS Game Mode</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5424826be4b0daad27ec2b7d/1595698397418-JTYMX0YD7OPC13J1TUHN/gamemodefiller.jpg</image:loc>
      <image:title>CCS Game Mode - Game Mode</image:title>
      <image:caption>Overview: My mission for this project was to design a new mode that fit into the Candy Crush Franchise, not just the original Candy Crush. After analyzing every game mode in the Candy Franchise we developed a tool that could identify content/features that are too similar to one another. With this, we were able to quickly design concepts around weak areas of the game. My Role: Game (Systems) Designer While working on the Candy Crush Team, I was tasked with building a new Game Mode that would become part of the permanent rotation in Candy Crush. After reviewing all of our current game modes, I was able to categorize the entire franchise and determine which defining qualities existing game modes had. With this data, I was able to design 10 unique game modes that fulfill the casual nature of Candy Crush. After presenting this to the team, I was able to incorporate feedback into the designs and eventually a new mode was chosen. I lead this new mode from concept to prototyping before handing it off to a junior designer and assisted them with it’s development. Extras: The method we used for categorizing all of Candy Crush’s Game Modes was adopted by all of the game teams and now is used as a measuring tool for determining weak points in our game’s content.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>http://jakeshuman.com/ccjs-level-design</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2020-07-24</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5424826be4b0daad27ec2b7d/1595614927816-95RVNHYH089MMCSYNQM0/Monkling_Mayhem_Map_1.png</image:loc>
      <image:title>CCJS Level Design - Level Design</image:title>
      <image:caption>Overview: I originally entered King as a Level Designer and was assigned with creating levels. During my first 6 months, I designed and lead multiple projects that saw a significant increase to level production and player retention. Shortly after this, I was recruited to the Original Candy Crush team, where I worked for roughly 8 months before returning to Jelly to become a Game Designer. My Role: Technical Level Designer My first experiment consisted of categorizing all types of levels that King Designers were making and then implementing them into our tracking tools. I did this by converting terms like “explosive” and “grindy” into accurate variables to track across all King levels. This proved to be challenging because if any data from this was to be used, it must be 100% accurate to claim anything. I worked through this by working very closely with our data team and then together we were able to convert the entire philosophy of Level Design into accurate traceable metrics. With this new data, we were instantly able to identify the weakest points in Level Design and immediately reiterate. For example, our biggest discovery was that a specific type of level that all designers would regularly create was actually churning away 80% more players than other level types. We were able to quickly correct this and launch a plan to overhaul all levels that shared that same level type. In total, this contributed to us increasing player retention by 20%. Extras: I earned the title “Technical” Level Designer because for every experiment I ran, I built minor tools to track and manage the progress of each experiment. After a year of this, King created a new role for myself and another designer that I worked closely with.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5424826be4b0daad27ec2b7d/1595614927816-95RVNHYH089MMCSYNQM0/Monkling_Mayhem_Map_1.png</image:loc>
      <image:title>CCJS Level Design - Level Design</image:title>
      <image:caption>Overview: I originally entered King as a Level Designer and was assigned with creating levels. During my first 6 months, I designed and lead multiple projects that saw a significant increase to level production and player retention. Shortly after this, I was recruited to the Original Candy Crush team, where I worked for roughly 8 months before returning to Jelly to become a Game Designer. My Role: Technical Level Designer My first experiment consisted of categorizing all types of levels that King Designers were making and then implementing them into our tracking tools. I did this by converting terms like “explosive” and “grindy” into accurate variables to track across all King levels. This proved to be challenging because if any data from this was to be used, it must be 100% accurate to claim anything. I worked through this by working very closely with our data team and then together we were able to convert the entire philosophy of Level Design into accurate traceable metrics. With this new data, we were instantly able to identify the weakest points in Level Design and immediately reiterate. For example, our biggest discovery was that a specific type of level that all designers would regularly create was actually churning away 80% more players than other level types. We were able to quickly correct this and launch a plan to overhaul all levels that shared that same level type. In total, this contributed to us increasing player retention by 20%. Extras: I earned the title “Technical” Level Designer because for every experiment I ran, I built minor tools to track and manage the progress of each experiment. After a year of this, King created a new role for myself and another designer that I worked closely with.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>http://jakeshuman.com/knight-fights-2</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2022-06-08</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5424826be4b0daad27ec2b7d/1654686697775-B4SPMN63MSZDC639GGZ3/knights-fight-2-tricks-800x450-1.jpg</image:loc>
      <image:title>Knight Fights 2</image:title>
      <image:caption>Role: Senior Game Designer Balanced Levels, analyzed player analytics, hypothesized experiments based on metrics, wrote documentation, mentored junior designers, Designed and lead new features from concept to implementation. Tools Used: Unity3D, Custom Engine, Microsoft Office, Adobe illustrator/Photoshop Programming Languages Used: C# (during experimentation projects) Length: &lt; 1 year Platform: Windows, IOs, Android Overview: While working on Knight Fights, I was responsible for working directly with the development team and increase the game’s KPIs. I worked directly with a team of data scientists to run hypothesis driven experiments aimed at better understanding the player motivation. After constructing a reliable player profile, we begun making improvements to the game using our new understanding of the player. This was quite successful and saw large improvements to the game’s overall metrics. From here, using our understanding of the player, I designed new features and lead those features from concept to implementation of the game</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5424826be4b0daad27ec2b7d/1654686697775-B4SPMN63MSZDC639GGZ3/knights-fight-2-tricks-800x450-1.jpg</image:loc>
      <image:title>Knight Fights 2</image:title>
      <image:caption>Role: Senior Game Designer Balanced Levels, analyzed player analytics, hypothesized experiments based on metrics, wrote documentation, mentored junior designers, Designed and lead new features from concept to implementation. Tools Used: Unity3D, Custom Engine, Microsoft Office, Adobe illustrator/Photoshop Programming Languages Used: C# (during experimentation projects) Length: &lt; 1 year Platform: Windows, IOs, Android Overview: While working on Knight Fights, I was responsible for working directly with the development team and increase the game’s KPIs. I worked directly with a team of data scientists to run hypothesis driven experiments aimed at better understanding the player motivation. After constructing a reliable player profile, we begun making improvements to the game using our new understanding of the player. This was quite successful and saw large improvements to the game’s overall metrics. From here, using our understanding of the player, I designed new features and lead those features from concept to implementation of the game</image:caption>
    </image:image>
  </url>
  <url>
    <loc>http://jakeshuman.com/mobbles-summary</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2022-06-09</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5424826be4b0daad27ec2b7d/1654800951497-QE7ED6180IX86QCQAK2M/mc.png</image:loc>
      <image:title>Mobbles Summary</image:title>
      <image:caption>Role: Senior Game Designer -Analyzed player analytics from soft launch -Hypothesized experiments based on metrics -Wrote documentation -Mentored junior designers -Designed and lead new features from concept to implementation -Worked through pre-production/Wrote GDD Tools Used: Unity3D, Microsoft Office, Adobe illustrator/Photoshop Programming Languages Used: C# Length: &lt; 1 year Platform: iOS, Android Overview: Mobbles started out as an AR collectors game, similar to Pokemon Go. The team wanted to expand the Mobbles name and try other genres. Together, we concepted many different types through prototyping until we landed on a collectors card game with strong meta progression and exciting moment to moment gameplay. I worked on building the GDD and then leading the features with the Art/Development departments. We were able to collect early data through soft launches, from there I designed and ran experiments against our metrics to gain a better understanding of player motivation. With this data, we designed new features to further increase engagement throughout the game.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5424826be4b0daad27ec2b7d/1654800951497-QE7ED6180IX86QCQAK2M/mc.png</image:loc>
      <image:title>Mobbles Summary</image:title>
      <image:caption>Role: Senior Game Designer -Analyzed player analytics from soft launch -Hypothesized experiments based on metrics -Wrote documentation -Mentored junior designers -Designed and lead new features from concept to implementation -Worked through pre-production/Wrote GDD Tools Used: Unity3D, Microsoft Office, Adobe illustrator/Photoshop Programming Languages Used: C# Length: &lt; 1 year Platform: iOS, Android Overview: Mobbles started out as an AR collectors game, similar to Pokemon Go. The team wanted to expand the Mobbles name and try other genres. Together, we concepted many different types through prototyping until we landed on a collectors card game with strong meta progression and exciting moment to moment gameplay. I worked on building the GDD and then leading the features with the Art/Development departments. We were able to collect early data through soft launches, from there I designed and ran experiments against our metrics to gain a better understanding of player motivation. With this data, we designed new features to further increase engagement throughout the game.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>http://jakeshuman.com/temple-run-summary</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2022-08-24</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5424826be4b0daad27ec2b7d/1654800980442-AUXK0ND7ZN8ELEEQBQS6/Imangi_Logo_2016+%281%29.jpg</image:loc>
      <image:title>Temple Run Summary</image:title>
      <image:caption>Role: Senior Game Designer Balanced Levels, analyzed player analytics, hypothesized experiments based on metrics, wrote documentation, mentored junior designers, Designed and lead new features from concept to implementation. Tools Used: Unity3D, Custom Engine, Microsoft Office, Adobe illustrator/Photoshop, Confluence,Miro Programming Languages Used: C# Length: &lt; 1 year Platform: iOS, Android Overview: Led prototyping initiatives, and designed new tools &amp; gameplay. Mentored junior designers and managed documentation -Designing new tools, then improvements to existing tools -Designing a system that semi-procedurally built the world based on parameters -Designing gameplay and leading prototypes to discover new gameplay</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5424826be4b0daad27ec2b7d/1654800980442-AUXK0ND7ZN8ELEEQBQS6/Imangi_Logo_2016+%281%29.jpg</image:loc>
      <image:title>Temple Run Summary</image:title>
      <image:caption>Role: Senior Game Designer Balanced Levels, analyzed player analytics, hypothesized experiments based on metrics, wrote documentation, mentored junior designers, Designed and lead new features from concept to implementation. Tools Used: Unity3D, Custom Engine, Microsoft Office, Adobe illustrator/Photoshop, Confluence,Miro Programming Languages Used: C# Length: &lt; 1 year Platform: iOS, Android Overview: Led prototyping initiatives, and designed new tools &amp; gameplay. Mentored junior designers and managed documentation -Designing new tools, then improvements to existing tools -Designing a system that semi-procedurally built the world based on parameters -Designing gameplay and leading prototypes to discover new gameplay</image:caption>
    </image:image>
  </url>
  <url>
    <loc>http://jakeshuman.com/into-the-war-1</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2016-03-18</lastmod>
    <image:image>
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      <image:title>Into The War</image:title>
    </image:image>
    <image:image>
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      <image:title>Into The War</image:title>
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    <image:image>
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      <image:title>Into The War</image:title>
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      <image:title>Into The War</image:title>
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    <image:image>
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      <image:title>Into The War</image:title>
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    <image:image>
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      <image:title>Into The War</image:title>
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    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5424826be4b0daad27ec2b7d/1442009702853-S4RQSZL3DLDDTB77DLZU/Military3.png</image:loc>
      <image:title>Into The War</image:title>
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    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5424826be4b0daad27ec2b7d/1442009702915-HXXJHV16TX68GI55Z05G/Military4.png</image:loc>
      <image:title>Into The War</image:title>
    </image:image>
    <image:image>
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      <image:title>Into The War</image:title>
    </image:image>
  </url>
  <url>
    <loc>http://jakeshuman.com/quick-wordz</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2016-03-28</lastmod>
    <image:image>
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      <image:title>Quick Wordz</image:title>
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    <image:image>
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      <image:title>Quick Wordz</image:title>
    </image:image>
    <image:image>
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      <image:title>Quick Wordz</image:title>
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  </url>
  <url>
    <loc>http://jakeshuman.com/showcase</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2019-11-25</lastmod>
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  <url>
    <loc>http://jakeshuman.com/resume-contact</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2019-11-25</lastmod>
  </url>
  <url>
    <loc>http://jakeshuman.com/cyber-chicken</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2017-05-21</lastmod>
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      <image:title>Cyber Chicken</image:title>
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      <image:title>Virtual Reality Game</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5424826be4b0daad27ec2b7d/1503685292335-UBEALD9ZQXFHSJ9R09W7/screenshot4.png</image:loc>
      <image:title>Virtual Reality Game</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5424826be4b0daad27ec2b7d/1503685293328-B2A2HXRHI7450LTMM3YT/screenshot3.png</image:loc>
      <image:title>Virtual Reality Game</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5424826be4b0daad27ec2b7d/1503685298793-QHUKP9T9E8ACYM9TRD1N/screenshot2.png</image:loc>
      <image:title>Virtual Reality Game</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5424826be4b0daad27ec2b7d/1503685300459-T45XK1DK3A0AR3V2HVVZ/screenshot1.png</image:loc>
      <image:title>Virtual Reality Game</image:title>
    </image:image>
  </url>
  <url>
    <loc>http://jakeshuman.com/candy-crush-jelly</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2020-07-24</lastmod>
  </url>
  <url>
    <loc>http://jakeshuman.com/candy-crush</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2020-07-25</lastmod>
  </url>
  <url>
    <loc>http://jakeshuman.com/pixel-art</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2020-11-10</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5424826be4b0daad27ec2b7d/1605010889652-ALQQLEZIMZEH2ESHJ21F/Boy%26Girl.png</image:loc>
      <image:title>Pixel Art</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5424826be4b0daad27ec2b7d/1605010889461-4X1F6MHXXPHQA1SE7CTT/BusBench.png</image:loc>
      <image:title>Pixel Art</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5424826be4b0daad27ec2b7d/1605010890465-TADDOO0QYSQAGEN1KDSP/cat.png</image:loc>
      <image:title>Pixel Art</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5424826be4b0daad27ec2b7d/1605010890708-596TT64BN20QWWU6OILN/Happy_Mountain.png</image:loc>
      <image:title>Pixel Art</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5424826be4b0daad27ec2b7d/1605010891253-IM5BR72K7HNMXIB3KM1I/Mr.+Onigiri+-+chomp+attack+%282%29.png</image:loc>
      <image:title>Pixel Art</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5424826be4b0daad27ec2b7d/1605010891442-DDA8MOT0NNQSQ0A7ENXR/Round+rice+ball+idle+animation+%281%29.png</image:loc>
      <image:title>Pixel Art</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5424826be4b0daad27ec2b7d/1605010893646-RAVJ7FMCJ3WZE51LYSSZ/Sprite-0001.jpeg</image:loc>
      <image:title>Pixel Art</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5424826be4b0daad27ec2b7d/1605010892631-T6OXXIH2K977D24D4SF6/TestScene.png</image:loc>
      <image:title>Pixel Art</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5424826be4b0daad27ec2b7d/1605010893403-9WRPCYUTX3PCWNYWP9SZ/Tree3-export.png</image:loc>
      <image:title>Pixel Art</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5424826be4b0daad27ec2b7d/1605010894201-7MN9C1QZB9MAO8EQ21AH/Bloodmage+-+after+dash+attack+%281%29.png</image:loc>
      <image:title>Pixel Art</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5424826be4b0daad27ec2b7d/1605010894608-KSMNR5D8M66LV563EOSG/Bloodmage+-+idle+%283%29.png</image:loc>
      <image:title>Pixel Art</image:title>
    </image:image>
  </url>
  <url>
    <loc>http://jakeshuman.com/knight-fights-2-1</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2022-06-08</lastmod>
  </url>
  <url>
    <loc>http://jakeshuman.com/test_temple_run</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2022-06-09</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5424826be4b0daad27ec2b7d/1654800980442-AUXK0ND7ZN8ELEEQBQS6/Imangi_Logo_2016+%281%29.jpg</image:loc>
      <image:title>Test_Temple_Run</image:title>
      <image:caption>Role: Senior Game Designer Balanced Levels, analyzed player analytics, hypothesized experiments based on metrics, wrote documentation, mentored junior designers, Designed and lead new features from concept to implementation. Tools Used: Unity3D, Custom Engine, Microsoft Office, Adobe illustrator/Photoshop, Confluence,Miro Programming Languages Used: C# Length: &lt; 1 year Platform: iOS, Android Overview: Led prototyping initiatives, and designed new tools &amp; gameplay. Mentored junior designers and managed documentation -Designing new tools, then improvements to existing tools -Designing a system that semi-procedurally built the world based on parameters -Designing gameplay and leading prototypes to discover new gameplay</image:caption>
    </image:image>
  </url>
  <url>
    <loc>http://jakeshuman.com/test_kf2</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2022-06-09</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5424826be4b0daad27ec2b7d/1654686697775-B4SPMN63MSZDC639GGZ3/knights-fight-2-tricks-800x450-1.jpg</image:loc>
      <image:title>Test_KF2</image:title>
      <image:caption>Role: Senior Game Designer Balanced Levels, analyzed player analytics, hypothesized experiments based on metrics, wrote documentation, mentored junior designers, Designed and lead new features from concept to implementation. Tools Used: Unity3D, Custom Engine, Microsoft Office, Adobe illustrator/Photoshop Programming Languages Used: C# (during experimentation projects) Length: &lt; 1 year Platform: Windows, IOs, Android Overview: While working on Knight Fights, I was responsible for working directly with the development team and increase the game’s KPIs. I worked directly with a team of data scientists to run hypothesis driven experiments aimed at better understanding the player motivation. After constructing a reliable player profile, we begun making improvements to the game using our new understanding of the player. This was quite successful and saw large improvements to the game’s overall metrics. From here, using our understanding of the player, I designed new features and lead those features from concept to implementation of the game</image:caption>
    </image:image>
  </url>
  <url>
    <loc>http://jakeshuman.com/test_mobbles</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2022-06-09</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5424826be4b0daad27ec2b7d/1654800951497-QE7ED6180IX86QCQAK2M/mc.png</image:loc>
      <image:title>Test_Mobbles</image:title>
      <image:caption>Role: Senior Game Designer -Analyzed player analytics from soft launch -Hypothesized experiments based on metrics -Wrote documentation -Mentored junior designers -Designed and lead new features from concept to implementation -Worked through pre-production/Wrote GDD Tools Used: Unity3D, Microsoft Office, Adobe illustrator/Photoshop Programming Languages Used: C# Length: &lt; 1 year Platform: iOS, Android Overview: Mobbles started out as an AR collectors game, similar to Pokemon Go. The team wanted to expand the Mobbles name and try other genres. Together, we concepted many different types through prototyping until we landed on a collectors card game with strong meta progression and exciting moment to moment gameplay. I worked on building the GDD and then leading the features with the Art/Development departments. We were able to collect early data through soft launches, from there I designed and ran experiments against our metrics to gain a better understanding of player motivation. With this data, we designed new features to further increase engagement throughout the game.</image:caption>
    </image:image>
  </url>
</urlset>

