James Beech
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James Beech Email & Phone Number

Principal Designer at Gunfire Games
Location: Austin, Texas Metropolitan Area, United States 8 work roles 2 schools
1 work email found @retrostudios.com 2 phones found area 941 LinkedIn matched
✓ Verified August 2026 4 data sources Profile completeness 100%

Contact Signals · 1 work email · 2 phones

Work email j****@retrostudios.com
Direct phone (941) ***-****
LinkedIn Profile matched
3 free lookups remaining · No credit card
Current company
Role
Principal Designer
Location
Austin, Texas Metropolitan Area, United States

Who is James Beech? Overview

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Quick answer

James Beech is listed as Principal Designer at Gunfire Games, based in Austin, Texas Metropolitan Area, United States. AeroLeads shows a work email signal at retrostudios.com, phone signal with area code 941, and a matched LinkedIn profile for James Beech.

James Beech previously worked as Master of Space-Time (Owner/Director) at Neon Serpent Llc. and Co Creative Director at Megafauna Studios. James Beech holds Bachelor Of Fine Arts, Drawing from University Of Central Florida.

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Email format at Gunfire Games

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*@retrostudios.com
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Profile bio

About James Beech

Video games are the future of Art and storytelling. They're slowly living up to this potential, particularly when they leverage the medium's unique properties to push into new frontiers. That's why games interest me so much: we're getting in on the ground floor of this wild, emerging artform!I've worked on a spectrum of projects since making my first user-levels back in 2000: an IGF winning mod, numerous AAA behemoths, a publisher-funded start-up, and several solo indie games (one an IndieCade Finalist). All told, I’ve been working professionally for 18 years now and have shipped 7 games (5 of which used the Unreal Engine). I've yet to successfully wrestle a moose...but, as someone who grew up in Canada, that is my one true goal!From those (non-moose related) experiences, I’ve learned to both work within giant teams, and be self-sufficient, doing everything from blue-sky brainstorming to last minute bug fixing, and everything in between. Sometimes I’m the professional that gets things done, other times I’m the leader that ensures things get done right. I’ve communicated/collaborated across department lines, and country lines, to help projects thrive. Also, I’ve got a critical eye, giving/receiving criticism in service to excellent player experiences.Now, let's make something that's never been made before, before I get killed by this moose wrestling obsession!

Listed skills include Writing, Unreal Editor, Multiplayer, Fine Art, and 27 others.

Current workplace

James Beech's current company

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Gunfire Games
Gunfire Games
Principal Designer
Austin, TX, US
AeroLeads page
8 roles

James Beech work experience

A career timeline built from the work history available for this profile.

Master Of Space-Time (Owner/Director)

Neon Serpent Llc.

Florida/Austin

CARCERI - Shipped May 2024 (PC)Solo-dev First-Person Exploration/Narrative Adventure. Made in Unreal 4.- Created everything: story, music, environments/levels, gameplay/progression systems, blueprints.ULTRAWORLD - Shipped Sept 2014 (PC)ULTRAWORLD EXODUS - Shipped May 2016 (PC). Expansion to base game.Solo-dev First-Person Narrative Adventure. Made in CryEngine. Became an IndieCade 2016 Finalist!- Created all 3D models, music/SFX, wrote the story, and scripted it into… Show more CARCERI - Shipped May 2024 (PC)Solo-dev First-Person Exploration/Narrative Adventure. Made in Unreal 4.- Created everything: story, music, environments/levels, gameplay/progression systems, blueprints.ULTRAWORLD - Shipped Sept 2014 (PC)ULTRAWORLD EXODUS - Shipped May 2016 (PC). Expansion to base game.Solo-dev First-Person Narrative Adventure. Made in CryEngine. Became an IndieCade 2016 Finalist!- Created all 3D models, music/SFX, wrote the story, and scripted it into a cohesive whole.- Got Greenlit on Steam (back when it wasn't automatic); covered by Kotaku, RPS, and other sites. Show less

Co Creative Director

Megafauna Studios

Austin, Texas, United States

UNANNOUNCED CANCELLED AAA UE5 THIRD-PERSON ACTION RPG- Approached a major Publisher and pitched them a new AAA game using one of their key IP.- Then, working with a small team, we were funded to build them a prototype, using Unreal 5.- They greenlit the full game, with a AAA team/budget. Working with my fellow Director, we designed: the story, characters, gameplay/progression systems, combat/traversal systems, and all Levels.- Unfortunately, due to global economic realities, the… Show more UNANNOUNCED CANCELLED AAA UE5 THIRD-PERSON ACTION RPG- Approached a major Publisher and pitched them a new AAA game using one of their key IP.- Then, working with a small team, we were funded to build them a prototype, using Unreal 5.- They greenlit the full game, with a AAA team/budget. Working with my fellow Director, we designed: the story, characters, gameplay/progression systems, combat/traversal systems, and all Levels.- Unfortunately, due to global economic realities, the publisher cancelled ALL their early projects. Show less

Mar 2022 - Dec 2023

Environment Designer 3

Austin, Texas, United States

METROID PRIME 4: BEYOND - Coming 2025 (Switch). First-Person Adventure- Product Owner of a giant section of the world, which I designed/blocked out while leading three designers.- Prototyped countless gameplay gimmicks to help establish this section's unique feel/theme.- Worked with all other departments, getting approval/feedback, to prioritize the needs for this section.

Jan 2020 - Jan 2021

Senior Level/Game Designer

Austin, Texas, United States

REMNANT: FROM THE ASHES - Shipped Aug 2019 (PC, PS4, and XBOX ONE)Third-Person Procedural Co-op Soulslike Shooter. Made in Unreal 4.- Defined how the modular tiles work, from an LD perspective, then laid out 100+ of them (roughly half the levels in the game, some which reappear in Remnant 2), and mentored/managed several other LDs in finishing the rest. - My levels included the main HUB (player base), story POIs, boss/wave arenas, and several main/sub biomes. - Also, helped… Show more REMNANT: FROM THE ASHES - Shipped Aug 2019 (PC, PS4, and XBOX ONE)Third-Person Procedural Co-op Soulslike Shooter. Made in Unreal 4.- Defined how the modular tiles work, from an LD perspective, then laid out 100+ of them (roughly half the levels in the game, some which reappear in Remnant 2), and mentored/managed several other LDs in finishing the rest. - My levels included the main HUB (player base), story POIs, boss/wave arenas, and several main/sub biomes. - Also, helped balance the game via enemy encounter design and systematized playtesting.DARKSIDERS 3 - Shipped Nov 2018 (PS4, Xbox One, and PC)Third-Person Metroidvania Action-Adventure. Made in Unreal 4.- Worked with the Creative Director and another LD to figure out the high-level flow of the entire game (one giant, interconnected world).- Then created two huge zones for the game: The Bonelands and The Depths, and oversaw them from conception to ship, working with every department to ensure their quality.- Designed and implemented over 3/4 of all enemy encounters in the game.- Implemented tech’s streaming/loading solutions to all levels, to get the game running on consoles.- Also, placed and tracked all items (pickups) in the entire game.FROM OTHER SUNS - Shipped Nov 2017 (Oculus Rift)First-Person Roguelite Co-op VR Shooter. Made in Unreal 4.- Laid out most of the game's spaceships and boss arenas, as well as over 50 layouts for dungeon tiles: modular sections of space station that fit together in the game's random generation system. Show less

May 2016 - May 2019

Senior Level Designer

Frankfurt Am Main Area, Germany

CRYSIS 3 - Shipped Feb 2013 (PC/PS3/XBOX 360). First-Person Shooter, CryEngine.- Responsible for the second level of the SP campaign, "Welcome to the Jungle." Took over the level in the middle of the white box stage and brought it from there to ship quality.- Specifically, finished blocking the level out, did 85% of the scripting, setup all combat encounters, worked with the writers on story placement and pacing, and did a TON of set dressing, working closely with artists to ensure… Show more CRYSIS 3 - Shipped Feb 2013 (PC/PS3/XBOX 360). First-Person Shooter, CryEngine.- Responsible for the second level of the SP campaign, "Welcome to the Jungle." Took over the level in the middle of the white box stage and brought it from there to ship quality.- Specifically, finished blocking the level out, did 85% of the scripting, setup all combat encounters, worked with the writers on story placement and pacing, and did a TON of set dressing, working closely with artists to ensure final assets got placed so they worked both visually and for gameplay. Show less

Apr 2012 - Feb 2013

Level Designer

Ontario, Canada

ETERNAL DARKNESS 2 (Name publicly revealed in lawsuit). Third-Person Action-Adventure- Greyboxed three large sections of the game using 3DSMax. Two were organic/custom spaces, the third was built using a modular set I created.- Worked with three other LDs on redesigning an entire section of the game (1/4 of the game's physical space) to make better use of the environment and gameplay systems.- Unfortunately, SK went out of business and we were all let go.

Aug 2011 - Oct 2011

Game Designer

Austin, Texas, United States

DC UNIVERSE ONLINE - Shipped Jan 2011 (PC/PS3)Third-Person Superhero MMO Action RPG. Made in Unreal 3.- Early in production, I documented and prototyped four PVP game modes and two PVE game modes.- Shipped 14 levels; created blockout/documentation, did rough and final passes of set decoration. Worked with art for final look/lighting.- Created content for 7 instances and 2 city areas; setup/balanced NPCs, scripted gameplay sequences, wrote dialog, and setup cameras.- Taught… Show more DC UNIVERSE ONLINE - Shipped Jan 2011 (PC/PS3)Third-Person Superhero MMO Action RPG. Made in Unreal 3.- Early in production, I documented and prototyped four PVP game modes and two PVE game modes.- Shipped 14 levels; created blockout/documentation, did rough and final passes of set decoration. Worked with art for final look/lighting.- Created content for 7 instances and 2 city areas; setup/balanced NPCs, scripted gameplay sequences, wrote dialog, and setup cameras.- Taught other designers the Unreal Engine, both in person, and via written wiki tutorials. Show less

Jul 2006 - Mar 2011
2 education records

James Beech education

FAQ

Frequently asked questions about James Beech

Quick answers generated from the profile data available on this page.

What company does James Beech work for?

James Beech works for Gunfire Games.

What is James Beech's role at Gunfire Games?

James Beech is listed as Principal Designer at Gunfire Games.

What is James Beech's email address?

AeroLeads has found 1 work email signal at @retrostudios.com for James Beech at Gunfire Games.

What is James Beech's phone number?

AeroLeads has found 2 phone signal(s) with area code 941 for James Beech at Gunfire Games.

Where is James Beech based?

James Beech is based in Austin, Texas Metropolitan Area, United States while working with Gunfire Games.

What companies has James Beech worked for?

James Beech has worked for Gunfire Games, Neon Serpent Llc., Megafauna Studios, Retro Studios, and Crytek.

How can I contact James Beech?

You can use AeroLeads to view verified contact signals for James Beech at Gunfire Games, including work email, phone, and LinkedIn data when available.

What schools did James Beech attend?

James Beech holds Bachelor Of Fine Arts, Drawing from University Of Central Florida.

What skills is James Beech known for?

James Beech is listed with skills including Writing, Unreal Editor, Multiplayer, Fine Art, Mmo, Photoshop, Web Design, and World Building.

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