Jeffrey Kung

Jeffrey Kung Email and Phone Number

Lead Level Designer @ Lost Boys Interactive
San Rafael, CA, US
Jeffrey Kung's Location
San Rafael, California, United States, United States
Jeffrey Kung's Contact Details

Jeffrey Kung personal email

n/a
About Jeffrey Kung

With 28 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. I am now Principal Level Designer at Survios Games working on an Aliens VR title.

Jeffrey Kung's Current Company Details
Lost Boys Interactive

Lost Boys Interactive

View
Lead Level Designer
San Rafael, CA, US
Employees:
104
Jeffrey Kung Work Experience Details
  • Lost Boys Interactive
    Lead Level Designer
    Lost Boys Interactive
    San Rafael, Ca, Us
  • Survios
    Principal Level Designer
    Survios Feb 2024 - Present
    Marina Del Rey, Ca, Us
  • Lost Boys Interactive
    Lead Level Designer
    Lost Boys Interactive May 2022 - Jan 2024
    Madison, Wi, Us
    Lead Level Designer - Central Design Tools - August 2023 - Current* Lead a team of level designers in a Lost Boys Interactive initiative to create a suite of level design tools for rapid prototyping for all new projects.* Research Unreal Engine 5’s out of the box level design tools and determine what shortfalls we will need help with from engineering.* Look at what foundational mechanics are needed for the types of games the studio makes.* Create standardized and flexible block out tool kits for new projects to ramp up quickly. Pod Lead - Unannounced 3rd Person Adventure as part of a First Person Shooter - Console/PC - March 2023 - August 2023* Lead a team of Level Designers, Technical Designers, Engineers, and Artists to create a world that the player will transition to from the first person shooter world and vice versa.* Lead the Level Design team with weekly sprint tasks, working in close conjunction with producers.* Documentation of the zone details, narrative beats, points of interests, and all zone dependencies.* Reviewed Level Design work on a weekly basis with playtests focusing on specific or recently worked on features.Lead Level Designer – Unannounced First Person Shooter, Console/PC - May 2022 - March 2023* Lead level design team in block out, landscape sculpting, gameplay scripting, & gameplay flow.* In charge of refining the level design pipeline and process.* Developed level design best practices.* Worked closely with Art, Engineering, and Production to facilitate smooth transfer of content authoring between disciplines.* Mentoring and reviewing the level designers’ work and career progress.
  • Jam City
    Lead Level Designer
    Jam City Jul 2021 - May 2022
    Culver City, California, Us
    Avatar Based Adventure/Invest-Express Game* Lead the level design team in adventure level design. * In charge of developing the level design pipeline for pre-launch.* Define level design and scripting best practices between LDs and narrative design. * Work closely with multiple disciplines to produce highly 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.
  • Electronic Arts (Ea)
    Lead 3D Level Designer
    Electronic Arts (Ea) Feb 2019 - Jul 2021
    Redwood City, Ca, Us
    Deer Hunter World* Lead level design team in content and mission designs.* In charge of developing the design pipeline for pre-launch & live-ops weekly schedule.* Define level design and scripting best practices.* Work closely with multiple disciplines to produce highly monetizable and engaging content. * Level design – PvE & PvP missions, event mission content, tuning (including live tuning).* Mentorship of designers on the team.
  • Netease Games
    Senior Level Designer
    Netease Games Sep 2018 - Jan 2019
    Guangzhou, Guangdong, Cn
    - Level Design- Help define workflow pipeline from implementation to release.- Feature spec writing
  • Kixeye
    Designer
    Kixeye Nov 2017 - Sep 2018
    Victoria, British Columbia, Ca
    Battle Pirates, FacebookI've joined the team responsible for the long lived game, Battle Pirates! I will be responsible for tasks including the following:- Mission design- Mission tuning- NPC tuning- Feature spec writing
  • Zynga
    Senior Designer - Dawn Of Titans
    Zynga Sep 2016 - Nov 2017
    San Francisco, California, Us
    Dawn of Titans, iOS/Android• Revamped the PvE funnel by improving gameplay, difficulty, and tuning for the first 1/4 of the single player missions as well as the overall difficulty curve of the entire suite of PvE missions.• Wrote the spec for the first major, post launch release feature and implemented the gameplay content (not yet released).• Established level design principles that were used in updating/improving PvE missions.• Designed and built our Apple Demo mission that helped garner us the Editor's Choice award and large banner featuring in both the Apple App Store and Google Play Store.
  • Zynga
    Senior Designer - Empires & Allies
    Zynga Apr 2014 - Nov 2017
    San Francisco, California, Us
    Empires & Allies, iOS/Android• Wrote design spec for Operation Killswitch weekly event and built all 20 missions.• Game design specifications written for the development team for implementation.• Mission design – Over 150 missions authored.• Worked with art and engineering to implement environment set dressing (biomes) design.• Fiction writing for overall narrative, character background/personalities, and faction styles.• Extensive screenshot and video capturing. Wrote screenshot guidelines for marketing.• Worked with marketing partners for ongoing gameplay and asset screenshot support.• Identify areas of improvement based on learnings from playing Empires & Allies.
  • Naturalmotion
    Naturalmotion Lead Designer
    Naturalmotion Nov 2013 - Mar 2014
    London, London, Gb
    • Define core audience and design core gameplay mechanics• Create game design documentation and conduct design discussions with team• Lead prototype efforts for the team• Conduct and lead regular development team playtests• Define high-level design goals• Respond to design questions raised by executives• Drive tools creation
  • Ccp
    Level Design Director
    Ccp Apr 2013 - Nov 2013
    Reykjavik, Na, Is
    World of Darkness, Massively Multiplayer Online Game • Lead a seasoned level design group in producing the groundbreaking MMO, World of Darkness. • Create fun and challenging open world environments. Implement documentation and level schematics. Build final production quality levels that will ship in the finished product.• Work directly with the Environment Director and Environment Artists on in-game assets as well as working closely with programmers and tech artists in promoting interdisciplinary work pipelines and best practices.• Provide training and direction to level designers utilizing my knowledge and experience in helping level designers through guidance and creative design discussions.• Provide support for designing and executing the processes for creating interesting game play levels and worldspaces.
  • Ccp
    World Gameplay Director & Interim Creative Manager
    Ccp Apr 2013 - Nov 2013
    Reykjavik, Na, Is
    World of Darkness, CCPs next MMOWorld Gameplay Director• In addition to having Level Design Director duties, the World of Darkness Content & Lore team is now under the same leadership of World Gameplay Director.• Lead an experienced team of writers and systems designers in integrating the World of Darkness IP into the groundbreaking new MMO from CCP North America.• Work directly with the World Building Director, Gameplay Engineering Director, and their teams to coordinate building and populating gameplay into a massive world with fictive anchors and content.• Provide training, mentoring, and direction to the designers in the World Gameplay group.Interim Creative Manager• Manage design teams (game, level, systems, and content) and animation team.• Provide performance evaluation, reviews, leadership, as well as guidance and setting career goals.• Hiring/interview duties.• Ensuring cross-discipline communication between teams.
  • Nihilistic Software
    Senior Mission Designer
    Nihilistic Software Apr 2010 - Dec 2012
    Novato, Ca, Us
    Call of Duty - Black Ops: Declassified, PS Vita• Responsible for 2 Spec Ops style levels (10 total levels) and one multiplayer map.• Conceived and implemented the layout design taking into account the hardware requirements of the Vita and designing to the platform.• Extensive tuning for gameplay and pacing throughout life of the project.* Combat scripting to get that Call of Duty Modern Warfare 3 Spec Ops feel.• Worked closely with systems to get the difficulty feeling just right.• Scripting for ambient events to deliver meaningful moments including cutscenes and payoff moments.• Extensive collaboration with other departments to shepherd in all the elements (systems, art, tech, story, audio, animation) to create a user experience that is expected from a Call of Duty title.• Aggressive optimizations with sector usage, sector scripting, and performance analysis to increase framerate.Resistance: Burning Skies, PS Vita• Responsible for the last level of the game (6 total levels).• Responsible for the last boss encounter in same level above. • Wrote and maintained systems documents for the boss fight.• Worked closely with gameplay engineer to test state machine systems designed for the boss fight and future AI needs.• Supervised and mentored junior designer who had one of the 6 levels. • Used numerous focus testing feedback and countless in-house/informal play tests to verify gameplay.• Took over a level for a designer who left the company about 4/5 completed. Responsible for all the bugs that came in for that level as well as mine.• Worked closely with environment artists and performance engineers to increase framerate and performance throughout my level and the second level I took over. Sectoring and sector scripting was used aggressively to reduce visibility, which in turn increased performance.
  • Sega Studios San Francisco
    Senior Mission Designer
    Sega Studios San Francisco Mar 2009 - Apr 2010
    San Francisco, Ca, Us
    Iron Man 2, Xbox 360 & PS3• Responsible for designing and implementing 5 of the 11 missions (2 of my missions were eventually handed off to newly hired designers for the last 4-5 months of development). • Worked closely with the gameplay programmers for scripting needs.• Maintained a very close relationship with the various 3D modelers on each mission that I worked on to ensure gameplay and visual cohesion. • Wrote and maintained mission design documents for all 5 missions I worked on.• As in-game cutscenes were nearing alpha, I worked closely with the lead cinematic animator to ensure proper visual and gameplay continuity between cutscene and actual gameplay.• Collaborated with the systems design team and systems lead to design each mission with various enemies and encounters in mind to provide as varied and unique gameplay between missions as possible.• Responsible for implementing a variation of one of my missions for the Iron Man 2 demo.• Worked closely with the tools team throughout development by making suggestions, finding bugs in the current editor, and testing new betas of the editor.
  • Planet Moon
    Senior Level Designer
    Planet Moon Nov 2008 - Mar 2009
    San Francisco, Ca, Us
    Unpublished Kinect title.• Responsible for multiple levels, coordinating between level artists, programmers, and concept artists to bring each level from isometric sketch and level design doc approval to initial playable state with block-meshed geometry to the final, polished gameplay and look.• Ensuring that the mandated gameplay action took place and that no more than several seconds of “dead air” time took place in each 10 minutes of gameplay.
  • Totally Games
    Design Director
    Totally Games Feb 2006 - Oct 2008
    Us
    • Supervise and mentor design team on multiple projects. • Reviewed levels, design documents, and held level dailies to provide actionable feedback.• Coordination between the design, programming, and art departments though strong and clear lines of communication which included detailed documentation and isometric/plan view drawings of each level.• Design document writing for all games.• Ensure gameplay direction is adhered to and gameplay quality is up to Totally Games standards.• Participate in weekly Director’s meetings to coordinate weekly, monthly, and project-long milestones and company goals. • Research and development for future projects was a constant requirement of the position.• Provide direction to the production team on content, priorities, and expectations.• Work closely with the producer for scheduling, the technology director on programming limitations, and the art director on level geometry and overall aesthetics of the game.• Provide day to day guidance on the project for not only the designers but any programmers, artists, or animators who needed clarification of various design specifics.• Design standards and procedures for the design team to increase productivity.• Work closely with the designers to address design issues on current titles, new titles, or even older titles for design ideas.
  • Planet Moon Studios
    Lead Designer
    Planet Moon Studios Nov 2004 - Jan 2006
    San Francisco, Ca, Us
    Infected, PSP• In charge of implementing game design and coordinate production efforts between design, art, animation, and code teams.• Responsible for all sound effect resource implementation.• Designed front end menu and flow.• Designed front end character customization feature and flow.• Supervised level geometry art as it pertained to gameplay.• Responsible for single player campaign continuity and quality for all levels of difficulty. • Responsible for multiplayer level quality and placement.
  • Lucasarts Entertainment Company
    Level Designer
    Lucasarts Entertainment Company Nov 1996 - Nov 2004
    San Francisco, Ca, Us
    Senior Designer, Lead Level Designer, Systems Designer, & Level Designer on 8 different titles including Republic Commando, Armed and Dangerous, Star War Episode 1: Obi-Wan, Rogue Squadron, Jedi Knight: Mysteries of the Sith, and Outlaws: Handful of Missions.

Jeffrey Kung Skills

Unreal Editor 3 Renderware Vicious Cycle Engine Proprietary Level Design Editors From Various Studios Maya 3d Studio Max Xbox 360 Playstation 3 Playstation Vita Nintendo Wii Proprietary Software Level Design Playstation Ps3 Teaching Mentoring Unreal Editor Wii Game Mechanics Multiplayer Game Design Game Development Video Games Gameplay College Teaching Perforce Unreal Engine 3 Computer Games Xbox Animation Game Scripting Game Design Documents Level Building Game Prototyping Level Editors Multiplayer Design Event Scripting Game Balance Playtesting Texturing Scripting Mmo Psp Mobile Games Mobile Game Development Free To Play Casual Games Console Social Games

Jeffrey Kung Education Details

  • University Of California, Berkeley
    University Of California, Berkeley
    Psychology
  • Palo Alto University
    Palo Alto University
    Clinical Psychology
  • California Institute Of Integral Studies
    California Institute Of Integral Studies
    Psychology

Frequently Asked Questions about Jeffrey Kung

What company does Jeffrey Kung work for?

Jeffrey Kung works for Lost Boys Interactive

What is Jeffrey Kung's role at the current company?

Jeffrey Kung's current role is Lead Level Designer.

What is Jeffrey Kung's email address?

Jeffrey Kung's email address is je****@****glu.com

What schools did Jeffrey Kung attend?

Jeffrey Kung attended University Of California, Berkeley, Palo Alto University, California Institute Of Integral Studies.

What are some of Jeffrey Kung's interests?

Jeffrey Kung has interest in Medal Of Honor, Mmos, Casual Ipad And Facebook Games, First Person Shooters, Etc, Other, Photography, Games, Hiking/nature, World Of Warcraft.

What skills is Jeffrey Kung known for?

Jeffrey Kung has skills like Unreal Editor 3, Renderware, Vicious Cycle Engine, Proprietary Level Design Editors From Various Studios, Maya, 3d Studio Max, Xbox 360, Playstation 3, Playstation Vita, Nintendo Wii, Proprietary Software, Level Design.

Who are Jeffrey Kung's colleagues?

Jeffrey Kung's colleagues are Eric Briggs, Gene Oliverius, Pmp, Jay Williams, Clark Chambers, Jordan Arruda, Kaltin Kirby, Tulio Correa.

Free Chrome Extension

Find emails, phones & company data instantly

Find verified emails from LinkedIn profiles
Get direct phone numbers & mobile contacts
Access company data & employee information
Works directly on LinkedIn - no copy/paste needed
Get Chrome Extension - Free

Aero Online

Your AI prospecting assistant

Download 750 million emails and 100 million phone numbers

Access emails and phone numbers of over 750 million business users. Instantly download verified profiles using 20+ filters, including location, job title, company, function, and industry.