Jessica Ross
Game Developer and Artist

9+ years in the indie game development industry, developing titles for PC, Mobile, Web, and Console, and an additional 5 years working in graphic design.

Currently working on Mr. Honeybunch!


Games Worked On

Experienced With

  • Tin Hearts (Standard and VR)
  • Nuke Zone (PC Demo)
  • Nuke Zone Classic
  • Friday the 13th: Killer Puzzle
  • Slayaway Camp
  • Slayaway Camp 2
  • Shell Shockers
  • Hypergalactic Psychic Table Tennis 3000
  • Bullet Town
  • Cosmochoria
  • Unity
  • Maya
  • Blender
  • Photoshop
  • Illustrator
  • Corel Draw
  • DaVinci Resolve
  • Meta Dev Hub
  • Clip Studio Paint
  • MagicaVoxel
  • Qubicle
  • Tiled
  • Github
  • Prusa3D
  • GarageBand
  • Hokusai 2 (iOS)

About Me

During my time in the games industry, I’ve worked in a variety of development roles including 2D and 3D Art, Animation, Level Design, Puzzle Design, Audio Recording, Video Editing, Quality Assurance, Customer Service, Community Management, Writing, and Coding in C#. I also have experience as a Producer and Project Manager, successfully managing multiple small teams/projects and reaching important deadlines and milestones.

As a generalist, I’ve had experience in almost every area of the development process, from the prototyping phase to shipping the final product and assisting in the marketing process. Not only does this experience aid in my ability to manage projects and teams by intimately understanding the development process and requirements of each role, but it also allows me to easily switch between management and support roles as needed.

Check out the games I’ve worked on!

Approach

As a producer, my goal is to not only reach deadlines and produce high-quality content, but to provide essential support for all members of the team. This includes training, assisting with support tasks, and managing the scope and scale of the projects so that the workload remains reasonable for all team members. I believe that creating a healthy work environment is paramount to success.

As an artist, I primarily work in limited environments such as web and mobile. My goal is to create high-quality, stylized content which meets the performance requirements of these environments, and to create these assets quickly and efficiently.

Additionally, I also have experience producing high-poly models and sculpts for 3D printing. In this case, the goal is to create a product which meets the artistic requirements presented by the client, but is also functional in the real world.

Check out my other projects!