Jessica Ross
Game Developer and Artist
8 years in the indie game development industry, publishing titles for PC, Mobile, Web, and Console, and an additional 5 years working in graphic design.
Currently working on Mr. Honeybunch!
Slayaway Camp 2
Roles
Level Designer
Visual Effects
Animator (Support)
Tools/Software
Unity
Tiled
Platform
Mobile
PC
Slayaway Camp 2 is a sequel to one of the earlier games I worked on (Slayaway Camp) and was originally released on Netflix as Slayaway Camp 2: Netflix & Kill.
My primary role on the title was to create the puzzles for the base game, as well as the additional DLC. Each in-game puzzle included an additional two “challenge” versions of the level, for a total of 405 levels altogether.
The biggest divergence from the previous title is that the player character can move one tile at a time (instead of sliding until they hit something) which allowed for the creation of new types of puzzles, as well as an increase of complexity within the puzzle design itself.
Tin Hearts (Standard and VR)
Roles
Quality Assurance
Designer (Support)
Tools/Software
Unity
Hansoft
Meta Quest Link
Platform
PC and console ports
PCVR and PSVR2
I joined the Tin Hearts project, an immersive narrative puzzle adventure game, later in its development in order to help launch the title across PC and console. My role on the project was primarily Quality Assurance and it was my responsibility to log, track, and prioritize bugs and other issues across the PC version of the game using the Hansoft project management tool.
After launching the standard version of the game, the team then launched a VR mode on PC and PCVR2. In addition to tracking and logging bugs for PCVR, I also assisted with some design work and bug fixing for the existing levels.
Games Worked On
Nuke Zone (PC Demo)
Roles
Project Manager
Level Designer (Support)
3D Artist (Support)
Quality Assurance
Tools/Software
Unity
Maya
Platform
PC
The PC version of Nuke Zone is a reimagining of a previous project I had worked on, which was a multiplayer tank shooter designed for web browsers. Changing the game to single-player and designing it for PC removed the graphical and performance limitations present in the previous version, allowing the team to focus on improving the feel of the gameplay and creating stylish visuals.
I was the project manager for the demo version of Nuke Zone, which was released during the Steam Next Fest in 2021. My primary responsibility was to manage the team and run QA, ensuring that the demo was completed and shipped in time for the festival. However, I also assisted in prototyping, level creation, and 3D assets, and was responsible for the two boss fights/arenas at the end of the demo.
The game is no longer available on Steam, but the official trailer is available on Youtube.
Nuke Zone Classic
Roles
Project Manager
3D Artist
Animator
Level Designer
Quality Assurance
Tools/Software
Unity
Maya
Platform
Web Browser
Nuke Zone Classic is a first-person multiplayer tank-combat game designed for web browsers. I was the project manager for this game and was also in charge of the level design, special effects, animations, and development of 3D art to match the specs designed by our concept artist.
A significant challenge for this project was that we wanted to create a 3D multiplayer game in Unity which was deterministic, compatible with WebGL, and could support 16 simultaneous players with an acceptable framerate on low-end Chromebook devices. The goal was to create a simple, minimalistic art style that could be achieved using standard shaders, and which would also meet our performance requirements.
The game is no longer available to play online but there is gameplay footage available on Youtube.
Shell Shockers
Roles
Content Management
3D Artist
2D Artist
Tools/Software
Maya
Blender
Platform
Web Browser
Shell Shockers is an egg-themed multiplayer FPS game designed for web browsers. For Shell Shockers, my role was to plan and schedule monthly and mid-month content updates, as well as to create the customizable content (gun skins, hats, stamps, and grenades) for the players each update.
As the game was playable within web browsers and designed for low-end Chromebook devices, there were performance concerns to be taken into consideration when designing the in-game models. Models needed to be low-poly but also vertex-painted (to avoid the need for texture data). As such, it was important to design each skin with care and efficiency.
For example, wings use layered, vertex-painted plains with gradients to achieve a textured look. Some sections of the model are reversed to mimic a glassy/crystal effect.
Friday the 13th: Killer Puzzle
Roles
Level Designer
Animator (Support)
3D Artist (Support)
Quality Assurance
Console Certification (Xbox and PS4)
Tools/Software
Unity
Tiled
Maya
Platform
Mobile
PC and console ports
Friday the 13th: Killer Puzzle is a spin-off of the original puzzle game, Slayaway Camp, but remade using the Friday the 13th license. For this project, I was in charge of the level and puzzle design, and also directed/supported the creation of 3D assets and animations.
A challenge for this project was that due to legal disputes regarding the F13 license, we had a very tight deadline in which to complete the project. To overcome this challenge, we had to come up with creative solutions to manage our workflow in order to create content quickly and efficiently.
For the Xbox One and PS4 versions of the game, I was responsible for ensuring that the project met all technical requirements in order to pass certification.
Slayaway Camp
Roles
Level Designer
3D Artist
2D Artist
Animator
Quality Assurance
Tools/Software
Unity
Tiled
Qubicle
Adobe Illustrator
Platform
Mobile
PC and console ports
Slayaway Camp is a horror-themed block-sliding puzzle game and was one of the first projects I worked on in the games industry. I was responsible for the level designs (3D environment art and assembling artwork into each scene) as well as the puzzle designs, which were crafted manually in Tiled.
We went with a voxel art-style for the game, both to achieve a stylized retro look but also to allow for an accessible workflow. As most of the team were new to the games industry, voxel art was easier to pick up and learn than traditional low-poly modelling.
Additionally, I was also in charge of the in-game animations and cutscenes, which were created directly within the Unity engine.
Bullet Town
Roles
3D Artist
Level Designer
Animator
Tools/Software
Unity
Maya
Platform
Web Browser
Bullet Town was an experimental game our team created in order to learn more about designing deterministic multiplayer web-based games within the Unity engine.
For the project, I was responsible for the 3D art, animation, and level design. Additionally, I also assisted in monitoring and testing performance metrics as we aimed to increase the game’s FPS on low-end Chromebook devices.
Hyper Galactic Psychic Table Tennis 3000
Roles
Writer (Support)
2D Artist (Support)
Tools/Software
Adobe Photoshop
Platform
PC
Hyper Galactic Psychic Table Tennis 3000 was an experimental title created in GameMaker. It’s both a parody and a homage to the classic title Pong, with the inclusion of RPG-elements and narrative.
For this project, I assisted in created some of the pixelated outfits and “mounts” for the player character. A challenge here is that the designs had to be extremely minimalistic and abstract to suit the style of the game.
I also helped write the in-game dialogue and the “story.” My task was to write a deep and emotional narrative about a pong paddle who learns the true meaning of friendship through brutal competition, written entirely within the 200 lines of easily-skippable flavor text which appear at the end of each level.
Cosmochoria
Roles
2D Artist
Community Management
Tools/Software
Corel Draw
Platform
PC and Mac
Cosmochoria was the first game that I worked on in the industry and is an adorable arcade-style game developed by Nate Schmold. My role was to assist with the production of 2D assets (such as the artwork for planets, plants, and background objects in-game, as well as the artwork for the Steam trading cards).
Additionally, I also assisted with community management for the duration of the launch.