Resume Page

I am a creative problem solver specializing in the intersection of art, design, and engineering. I have a lifelong passion for game development and building engaging, intuitive user experiences.

With over fifteen years of professional experience across technical art, design, and UI/UX roles, I bring a versatile skill set and a broad perspective on the production process. I develop tools, create assets, troubleshoot issues, script systems, and evaluate performance, while focusing on delivering high-quality, polished user experiences. My background in both game and software development enables thoughtful problem solving and effective collaboration across disciplines.

I have a proven track record as a key contributor and bring a proactive, enthusiastic approach to every project. Strong organizational skills, clear communication, and efficient time management allow me to consistently meet deadlines and exceed expectations.

I’m passionate about leveraging my skills and experience to make a meaningful impact on my team, projects, and player experience.



Work Experience


Senior Technical Artist

Sony Playstation, Remote

2022 to Current
Projects: Unreleased Title, The Last Of Us Part II Remastered (PS5, PC), The Last Of Us Part I (PS5)

  • Develop, maintain, and debug tools to streamline the content creation pipeline and workflows for artists and designers
  • Profile game performance and optimize assets to ensure stable frame rates across target platforms
  • Troubleshoot, review, and optimize assets to support content teams across all departments
  • Prototype, tune, and polish implementation of new gameplay UI features
  • Script visual effects and runtime material adjustments
  • Adjust scripts to support PC specific options for varying aspect ratios and frame rates

Family Leave, Covid

2021 to 2022


Technical Game Designer

Sony Playstation, San Diego, CA

2019 to 2021
Projects: The Last Of Us Part I (PS5), The Last Of Us Part II (PS4)

  • Implemented and iterated on gameplay systems and accessibility UI options to enhance player experience
  • Scripted gameplay and level progression utilizing a proprietary language and editors
  • Maintained and balanced existing gameplay systems and combat mechanics
  • Combat design and encounter scripting, tuning for player difficulty levels
  • Owned levels, coordinated across disciplines to implement features

Education Sabbatical, Degree completion

2016 to 2018

  • B.S. Computer Science, Oregon State University

Game Artist III

Scientific Games, San Diego, CA

2010 to 2011; 2012 to 2016
Projects: Cher Live, Wonder Woman Gold, Wonder Woman Wild, Shadow Prince, Shadow Princess, Monte Carlo, Wild Rose, Wild Lotus, Betty Boop's Fortune Teller, Betty Boop's Love Meter

  • Designed UI assets and typography, ensuring clarity, consistency, and visual polish
  • Created motion graphics and visual effects
  • Prototyped assets and iterated game features to deliver the best user experience

UX Designer

Autodesk, San Fransisco, CA

2011 to 2012
Projects: 123D Desktop, 123D Design Web App, 123D Catch Web App

  • Developed new 3D modeling features, commands, and interaction methods, improving software usability and functionality
  • Streamlined existing features and commands to improve usability and workflow efficiency
  • Designed and developed front-end UI that interfaced with external APIs for source content and asset manufacturing
  • Created design documentation for new feature implementation and end-user guidance

Game Artist, Contract

Super Happy Fun Fun, Austin, TX

2009
Project: Star*Burst (iOS)

  • Responsible for visual development across game assets and environments
  • Modeled stylized low-poly environments and actors, including hand-painted textures and UV-wrapped models
  • Partnered with engineers to integrate effects and animations efficiently into the game engine

Game Artist

Amaze Entertainment, Austin, TX

2008 to 2009
Projects: Night at the Museum: Battle of the Smithsonian (DS), Charm Girls Club: My Fashion Show (DS), Charm Girls Club: My Fashion Mall (DS), Charm Girls Club: My Perfect Prom (DS)

  • Developed stylized illustrations and concept art for UI and background assets
  • Modeled and textured low-poly environments and characters, optimizing assets for performance targets
  • Created and refined assets while maintaining consistency with established art styles and direction

Game Artist, Contract

Big Huge Games, Remote

2007 to 2008
Project: Cancelled Title (Wii)

  • Created highly stylized low-poly environment and character assets, including hand-painted textures and UV-wrapped models


Education


Oregon State University

B.S. Computer Science


Azusa Pacific University

B.A. Studio Art
Graduated Magna Cum Laude


Skills


Core Expertise:

Technical Art, UI/UX Design, Prototyping, 3D Modeling, Gameplay Scripting


Technical Skills:

Python, JSON, Proprietary and Visual Scripting, C/C++, OpenMaya, PyQt, HTML/CSS/JavaScript


Software & Tools:

Maya, ZBrush, Photoshop, Illustrator, After Effects, Visual Studio, Unreal Engine 5, Perforce, Git, JIRA





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Jason Gourley © 2026