Jonathan JEROME-GERSTCH

Technical Game Designer & Developer

Hello ! My name is Jonathan and I am a technical game designer with a degree in Industrial IT Engineering. I am studying Game Design at Artline institut.

Here, you can find my portfolio highlighting my game development related work.

If you want to check all my work you can use the All section.

Biker girl Low-poly asset

This character was designed to be used in a game I’m working on currently.

I made her entirely with Houdini.

Board Game – Rainbow Six Siege: On board – Presentation

Rainbow Six Siege: On board is a tactical combat board game for 2 to 4 players. For a 12+ audience. With a game duration of 40 to 50 minutes.
In this game, players will control one of the two Operator’s team. The Attackers will have to defuse one of the two bombs on the board and the Defenders will have to prevent the attackers to defuse for 10 turns.

Role(s) and responsibilities:
-Game design
-Board map design
-System design

It was developed as a project for my bachelor degree in game design at Artline Institut

GAME JAM – Turned

Turned is an action melee combat prototype made within 40 hours for a game jam
It features an orbital view camera, AI and navigation mesh, a simple melee combat system with auto-lock and a “suck blood” health regeneration mechanic.

Role(s) and responsibilities:
I made this game alone and spent time with :
-Game design
-UI design
-Level design
-Art direction
-Combat design
-Programming
-Modeling/Texturing

GAME JAM – The dungeon master

The dungeon master is a dungeon building game prototype made within 50 hours for a game jam. You have to set-up traps and lure heroes to kill them before they reach the heart of your dungeon.
It features top-down view camera, Dungeon piece selection UI, Navigation system, an economic system where killing heroes entering your dungeon with traps make you earn gold. Gold can be spent to improve your dungeon.

Role(s) and responsibilities:
-Game design
-UI design
-Level design
-Programming

GAME JAM – Koffee Time

Koffee Time is a musical destruction psychedelic game made within a week for a game jam. You control a Koala in full hallucination, and you must destroy things while being floating in space in a mug by crashing into it.
It features music spectral analysis, procedural destructible placement generated by the music you choose from your hard drive. The game has a mouse control and a high score saving system.

Role(s) and responsibilities:
-Game design
-UI design
-Programming

City procedural generation: Voronoï approach

Here is a tool I made with SideFX Houdini to generate easily dense city areas quickly. The designer can select the area of the city, define buildings modules and metrics (sidewalks, road, building size,…) and output a fully generated city area.

Competencies

Programming

C/C++/C#
Python
VEX


3D content creation

SideFX Houdini


Game engines

Unity3D
Unreal Engine 4


2D content creation

Photoshop
Gimp


Game design

System Creation
Design thinking
Board game design


Project management

Specfications
Planning
Budget management
Risk mitigation