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If you liked the sandbox gameplay in the Tomb Raider reboot, I'm the guy who put the sand in the box.I am a highly technical creative leader with strong empathy for player choice and award-winning success working with franchises and brands that are household names. My passion is to guide the creation of meaningful experiences that bring wonder and delight to people of all ages.
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Studio Design DirectorAnother Axiom Apr 2023 - Present -
Lead DesignerReady At Dawn Studios Jun 2017 - Apr 2023• Supported multiple teams with design leadership, team management, mentoring, hands-on design, and hands-on scripting to multiple projects, both shipped and unannounced.• Lone Echo / Echo Arena won Immersive Reality Game of the Year and Immersive Reality Technical Achievement from the Academy of Interactive Arts & Sciences at the 2017 D.I.C.E. Awards.• Lone Echo II won Immersive Reality Game of the Year and Immersive Reality Technical Achievement from the Academy of Interactive Arts & Sciences at the 2021 D.I.C.E. Awards.
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Chief Game DesignerEon Reality Mar 2016 - May 2017Irvine, California, Us -
Designer/Programmer (6 Month Contract)Giant Sparrow Oct 2015 - Apr 2016Los Angeles, California, UsDesign and prototype exotic gameplay, unusual character controls, interactive collectible objects, and camera systems. Script, build Blueprints, and write C++ code in Unreal 4 for What Remains of Edith Finch (PC, PS4). Specific focus on the stories of Barbara, Lewis, and Gregory, and the pickups for Milton and Odin. -
Principal Game DesignerAmazon Game Studios Apr 2014 - Jul 2015Seattle, Wa, UsConfidential projects -
Lead Technical Designer / Senior DesignerCrystal Dynamics Nov 2008 - Apr 2014San Mateo, Ca, UsRise of the Tomb Raider (2015)• Added player stealth abilities & ingredients, led new AI design & investigation systems• Gathered and analyzed tools usage metrics to optimize designer workflowsTomb Raider (2013, Xbox 360/PS3/PC, in-house CDC Engine)Tomb Raider: Definitive Edition (2014, Xbox 360/Xbox One/PS3/PS4/PC)• Designed core gameplay and systems for a blockbuster AAA franchise reboot from early concept to ship, reinventing the core pillars of the franchise• Spun up, trained, and managed a new external team of designers and artists (Vancouver, BC) to deliver key features and stretch goals under intense deadline pressure• Led three different cross-functional teams during development, each consisting of extremely talented programmers, designers, animators, and artists. • Conceived, designed, tech designed, implemented, and tuned critical gameplay systems, including: hunting, animal AI, XP & upgrades, weapons & upgrades, gear, world persistence, puzzle & physics mechanics, fire, character performance and component-based authoring workflows, collectibles, etc. • Analyzed player metrics to tune gameplay pacingTomb Raider 2013 broke sales records for the franchise history and has sold more than 8.5 million copies to date. Award highlights:• Game Developer's Choice Awards 2014 | Game of the Year (nominated)• Game Developer's Choice Awards 2014 | Best Design (nominated)• BAFTA Games Awards 2014 | Best Action and Adventure (nominated)• 17th Annual D.I.C.E. Awards | Adventure Game of the Year (nominated)• VGX 2013 | Game of the Year (nominated)• IGN's Best of 2013 and GameSpot nominations for Game of the Year• Earned 44 E3 Awards pre-release including IGN’s Game of the Show 2012 -
Design DirectorBreakaway Games Jan 2004 - Sep 2008Hunt Valley, Md, Us• Bridged business development and product development defining the vision and pitching dozens of proposals, presentations, and concept documents for PC, handheld, and console games to Microsoft, Nintendo, Electronic Arts, BuenaVista Games, Vivendi/Universal, the US military, and others. • Built a strong design culture, mentoring designers and other staff in game design and leading workshops using the MDA Framework (a design approach I have been pioneering and teaching since 2001)Released Titles• Command & Conquer III: Kane's Wrath (2008, PC/Xbox 360, SAGE engine) • The Lord of the Rings: The Battle for Middle-earth II: The Rise of the Witch-king (2006, PC, SAGE engine) • A Force More Powerful (2006, PC, Gamebryo)Other Highlights• Relic Hunters (PC, Gamebryo, 3rd Person Episodic Action/Adventure) • Trial by Fire (PSP, Vicious Engine, teen life-sim)• Cooligans (PC, Xbox, PS2, Gamebryo, life-sim for tweens)• Project Spanky (PC, Gamebryo, life-sim for kids) -
Executive ProducerImaginary Forces Jun 2003 - Jan 2004Los Angeles, Ca, Us• Created and executed a games-driven strategy to expand the interactive multimedia division of a top shelf entertainment and experience design agency based in Los Angeles and New York• Extended existing relationship with IBM into new media and generated repeat business. Designed, developed, and shipped a You Don’t Know Jack-inspired tool to train IBM’s global sales force in IBM’s routes-to-market strategy• Negotiated contracts and budgets, closed new business, and developed profitable interactive projects for clients like Nike, Samsung, AOL, and Yahoo -
Vp Product DevelopmentNeovision Hypersystems, Inc. 1998 - 2002• Developed a new strategy and coded prototype for an enterprise client/server real-time data visualization product suite (webHeatmaps), responding to financial market clients who wanted a browser-based product• Built a second product development team from the ground up, supervising 10+ full-time developers, freelancers & outside vendors• Doubled company revenue in two quarters, closing deals and managing relationships with new customers including Nasdaq.com• Won 2001 Best of the Web mention in Forbes • Repositioned NeoVision as the leader in “tactical visualization” to differentiate both product lines from larger software companies stealing mindshare with visually similar but fundamentally different products• NeoVision was acquired by SS&C Technologies, a larger financial software consulting & services company
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ProducerSesame Street Jun 1998 - Nov 1998• Guided internal and external teams to change how preschool kids find games on SesameStreet.com, launching a new, character-centric UI/UX that allowed pre-literate preschoolers to find content more independently (validated using playtesting as well as metrics collected from live site usage)• Managed and completed conversion of legacy static content (145 simple web games, branching storybooks, and coloring pages) into a dynamic Content Management System. • Hired and supervised external vendors to develop original content for Storybook Corner (richly-illustrated interactive stories for AOL) and Parents’ Activity Guide (extending curriculum-based online games into offline activities for parents and children to do together) on time and on budget at a high quality bar
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Producer And DesignerFrankfurt Balkind 1995 - Nov 1997• Wrote, designed, and produced CD-ROMs, kiosks, and web projects at this boutique interactive ad agency• Directed SAG/AFTRA talent in voiceover and video recording sessions• Lead Designer of the MasterCard Brand Experience• Location-based installation consisting of 5 touchscreen kiosks with embedded games and stories• Coded one of the kiosks, managed conversion of assets from 5 individual kiosks into 1 CD-ROM• Won a 1998 One Show Bronze Pencil for Interactive Design• Producer / Lead Designer of Forever Cool• Pioneering 13-episode “web show” about Baby Boomers, featuring interactive documentaries, artsy photo journalism, streaming audio, and games funded by Microsoft for Channel 4 of MSN.com• Contributed original creative and code to numerous other corporate and entertainment projects, including a game based on the Terry Jones movie The Wind in the Willows
Jonathan Hamel Skills
Jonathan Hamel Education Details
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Harvard UniversityExperimental Psychology
Frequently Asked Questions about Jonathan Hamel
What company does Jonathan Hamel work for?
Jonathan Hamel works for Another Axiom
What is Jonathan Hamel's role at the current company?
Jonathan Hamel's current role is Studio Design Director at Another Axiom.
What is Jonathan Hamel's email address?
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What is Jonathan Hamel's direct phone number?
Jonathan Hamel's direct phone number is +141066*****
What schools did Jonathan Hamel attend?
Jonathan Hamel attended Harvard University.
What skills is Jonathan Hamel known for?
Jonathan Hamel has skills like Video Games, Game Design, Game Development, Creative Direction, Xbox 360, Console, Agile Methodologies, Gameplay, Scripting, Xbox, Management, Computer Games.
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