Jake Shoesmith

Senior Level Designer
PROFESSIONAL DESIGN WORK
UPCOMING PROJECTS

Developer: Lightspeed LARole: Level Designer (June 2024 - Dec 2024)
Responsibilities include - Level Design & World DesignWorking in collaboration with Lightspeed LA, in order to build the world in Last Sentinel. My responsibilities included initial open world level design and blockouts across the world, the expansion and ownership of key areas of landscape and the creation of multiple POIs with different levels of gameplay.

Developer: TBARole: Sr. Level Designer (April 2025 - Sept 2026)
Responsibilities include - Level Design & World DesignI am working with a European partner on a AAA Open World Co-op Action Adventure title, Owning large sections of the world, collaborating with Art and other crafts to iterate sections from white box designs through to final quality. This new project aims to bring a fresh experience to an already exciting established franchise.
Shipped Projects

Developer: Firesprite & Guerrilla GamesRole: Level Designer (Sept 2022 - March 2023)Release Date: 22nd Feb 2023
Responsibilities include - Level Design, Mission Setup and Optimisation.I was brought on to Horizon Call of the Mountain for the last section of development and was responsible for taking one of the levels to completion (and aiding on two others). This mainly included mission and level related object placement, general bug fixing and polish, as well as level streaming optimisation and set piece setup.
Project Highlights
• Got to work on a well-known Sony IP for a new piece of console hardware!
• Biggest team I've worked with on a project!
• Pulled together all my previous experiences to help deliver the game!

Developer: Just Add WaterRole: Game Designer (June 2018 - March 2021)Release Date: 8th July 2021
Responsibilities include - Level Design, Mission Design, Prototyping and Documentation.On Sniper Elite VR I was responsible for the full development process of 7 levels (Siege of Pazzano, Help From Above, Beheading the Snake, An Impossible Shot, Rescuing a Friend, Seeking Vengeance and A Debt Repaid) and taking on an additional 4 levels for mission design, gameplay scripting and item placement. The game features all new levels built from the ground up for VR platforms, using new mechanics and working existing ones into the gameplay.
Project Highlights
• Given control of the E3 demo level and took it to completion!
• Gave me the freedom to work on a little bit of everything in the design space!
• Got to work close with a lot of talented developers and made friends for life!

Developer: Just Add WaterRole: Game Designer (Jan 2021 - March 2021)Release Date: 14th Oct 2021
Responsibilities include - Level Design and Documentation.With Doctor Who: The Edge of Reality I helped the team expand on some of the previously designed areas and find what was needed in order to adapt the game for a non VR setting. In my short time on the project i was tasked with reworking the first area, and getting in additional content to flesh out the scene.
Project Highlights
• Got to work on one of my favourite franchises.
• Was able to work on a fast-paced project with a lot of quick iterations!
• Learnt the ins and outs of adapting a VR title for non-VR players!
PERSONAL DESIGN WORK

"Frost Bite" Concept map (WIP)
Genre: First Person Horror Shooter
With this piece I wanted to design and create a level set around a remote ski village. “Frost Bite” follows the survivors as they travel across the snowy landscape. The player starts at the base of a train tunnel when a terrible train accident forces them on foot.
- Made with Unreal Engine (BSP, Blueprint and Blockout Tools Plugin)

"Under Attack" Concept Map
Genre: Third Person Action Adventure
With this piece I wanted to put my Unreal engine skills to the test, and create a block out which uses a lot of different blueprint scripts. On top of this I wanted to use BSP in a project and found the whole process to streamline my work (Using a good mix of BSP and meshes from Maya). The Uncharted idea was something I wanted to use in a block out, and this came from wanting to produce a piece that allowed me to be very creative with my location, and the different bits of verticality throughout.- Made with Maya and Unreal Engine (BSP and Blueprint work aswell)
Design Goals
• Understanding and optimising my level with the use of blueprints
• Experiment with dynamic cameras throughout to give it that Uncharted feel
• Using my collected research to stay closely with the Uncharted level style
About Me

Hello! I’m Jake, a highly determined and enthusiastic Senior Level Designer with over 8 years of professional experience working on franchises such as Horizon, Sniper Elite and Doctor Who. I am always trying to push the boundaries on what can be done within the level design space, and love to solve the problems that come from this. Currently I am working with a European partner on a AAA Open World Co-op Action Adventure title, Owning large sections of the world, collaborating with Art and other crafts to iterate sections from white box designs through to final quality. This new project aims to bring a fresh experience to an already exciting established franchise.Outside of work, I have a number of different passions that I love. Gaming has always been one of my biggest pleasures. From my first ever console (Dreamcast), I have always enjoyed the magic of games and the variety of experiences they bring, with some of my favourite games being Bioshock and TimeSplitters 2. Away from the screens, fitness is a massive part of my day-to-day life, and I can often be found pushing myself in the gym, having a social swim or training for my running goals.
























