[email protected] / (504) 457-8346 J O N A T H A N M S T E I N www.jonathanmstein.com

S T R E N G T H S

• More than 15 years of PC and console industry experience with top-tier developers and “Big 3” publishers/hardware manufacturers • Level design, blockmesh layout, fast prototyping and AI scripting • Strong knowledge of cinematic techniques and continuity editing • Thorough understanding of game development cycles, team dynamics and hardware issues plus proven organizational and communication skills • Internal and external project management experience as well as play test facilitation • Proficiency with proprietary development tools and industry standards including Maya, 3ds Max and Havok physics

P R O F E S S I O N A L E X P E R I E N C E

Game Designer at Kojima Productions Los Angeles (September 2012 to the present / Unannounced Projects)

• Setting up a new development studio • Cooking up something incredibly fun and wonderfully tasty • Remaining tight-lipped for the moment but stay tuned

Game Designer at Naughty Dog (June 2008 to August 2012 / The Last of Us, Uncharted 3: Drake’s Deception and Uncharted 2: Among Thieves for PS3)

• Designed and produced missions from initial concept and prototyping through to completion • Modeled blockmesh geometry layouts with Maya • Implemented visibility and streaming • Scripted gameplay using LISP • Managed other departments’ contributions to my missions

Senior Level Designer at (June 2003 to May 2008 / Condemned 2: Bloodshot for Xbox 360 and PC and Condemned: Criminal Origins for Xbox 360, PS3 and PC)

• Designed missions from initial concept and prototyping through to completion • Modeled world geometry with Monolith’s proprietary editor and 3ds Max • Implemented visibility, streaming and lighting • Scripted gameplay using Monolith’s proprietary scripting language • Managed other departments’ contributions to my missions

Project Manager/Quality Assurance Manager at Monolith Productions (August 1998 to June 2003)

• Associate produced TRON 2.0 and managed the first year of development of Aliens Versus Predator 2. • Managed the debugging and compatibility testing of first- and third-party games, including TRON 2.0, No One Lives Forever, Shogo: Mobile Army Division, Blood 2: The Chosen, , and Gruntz

Product Evaluator at Nintendo of America (May 1996 to August 1998)

• Devised testing plans for Nintendo’s first-party titles (e.g., GoldenEye 007, Wario Land II, Yoshi’s Story, and 1080° Snowboarding) • Evaluated products in development, performed company Lot Check procedures, worked with Nintendo’s Developer Support Group to aid licensees in resolving technical problems and proofed all first-party and licensee screen text submissions • Designed the Engineering Department’s databases to track billable hours and catalog software defects

Bilingual (French) Lead at Nintendo of America (November 1993 to May 1996)

• Managed Nintendo’s bilingual (French) Consumer Service and Correspondence teams, coaching to improve and maintain productivity and the overall quality of their consumer contacts • Wrote and administered semiannual performance reviews • Scheduled phone coverage and letter-writing times, prepared performance reports and served as a liaison with Nintendo of Canada for promotional matters E D U C A T I O N

• University of Wisconsin-Madison, Bachelor of Arts. Full majors in Comparative Literature and French. Dean’s List • Université de Paris III, La Sorbonne, France. Council on International Educational Exchange’s Critical Studies Program • University of Washington, Certificate in Film and Video Production

A C C O L A D E S

• The Smithsonian’s 2012 Art of Games exhibit features Uncharted 2 Among: Thieves prominently, including footage from my train climb level as the next-gen example of Advances in Mechanics. • Uncharted 2: Among Thieves won numerous awards and unanimous critical praise including a write-up in the New York Times and a review from G4TV’s Adam Sessler, in which he wrote “I think this is when I realized that Uncharted 2: Among Thieves was the best single-player game I have ever played.” • My bear sequence from Condemned 2: Bloodshot received praise from Cliffy B. and was called out by Ben Reeves and Bryan Vore of GameInformer.com as a strong contender for most memorable moment of 2008. • Game Informer #153 (January 2006) named my Farmhouse mission from Condemned: Criminal Origins in its Top 10 Moments of 2005. • Nintendo selected me as one of four selected from 200 candidates to participate in its first yearlong Lead Management Training advancement program.