My name is Dylan Jones.
I'm a game designer, specializing is mechanics,
systems and spaces. I call San Francisco home.
I traded in my youth for a head start on my career.
DU offers me a legitimate education in games.
I recently founded Big Boom Games, and we create
unique and fun indie games.
I'm always looking to make a new friend.
Looking for talent or just want to talk games?
Let's have a conversation, please say hello!
Interactivity is my true passion.
I got my start in experimental design, which has translated player experience.
Below you can see some of my recent work. Everything on this page was created or lead by yours truly.
Play as a lonely pixel trying to escape from his troubled and expiring environment. While escaping, you must master the three colors that dominate this world. Red, green and blue will have a constant influence over your platforming. When the background color changes, so does your surroundings! A re-made version is being built using Unity with the gang at Big Boom Games. You can play the current version at: RGBgame.com
Sit in the cockpit and battle in space with an amazing six degrees of total freedom. Count your turret kills as you navigate a dynamic asteroid field of danger. Plug in an Xbox controller to maneuver your ship and save the outcast mining network, un-suspicious that your cause may not be what you've been told. This prototype was built in Unity, along with code talent from Marvin Ma. Watch the games trailer here or at: ZenobiaGame.com
Explore the world through the eyes of a depressed mother, trying to find a way out. Themes of the un-conscious make a full circle, experience the boundary of unique interactive flashbacks and player enforced memories. An exploration that confronts you with an option that not many games do, take your own life. This thought provoking prototype was a sole effort using Unity, under a month. Live the demo by watching the trailer / walk through to your right, feel free to ask me more.
Remember childhood as you visit grandmas house only to find how things have changed. You must choose if you want to light up the dark freighting hallway to see your path, or throw firecrackers to scare away ghosts. But you can't do both, so you might need luck to make it out with dry underwear! This early concept was developed with friends using Kodu for Xbox 360. See the trailer and play testing right there. Ask about our written documentation.
This iOS game puts you in the role of a detective living in a noir and steampunk world. The timer clicks down as you defuse bombs by cutting the correct colored wire. However, it appears things are not so simple as the right wire to cut is told to you with the tricky Stroop effect. You must keep your brain sharp! This new version is being built by using Unity and the amazing talent over at Big Boom Games. You can play a work in progress version here: BigBoomGames.com/Stroop
As the first undergraduate allowed to use DU's motion capture cage, it was exhilarating. I showcased some on-the-side motion capture and augmented reality work at a booth during TEDxDU 2010. After, I was invited to speak about games at the TEDxDU Salon. Then, I worked closely backstage during TEDxDU 2011. Definetly check out the above links, they have all the (mutliple) videos you need! Stay tuned for more TED action as well! Please contact me for follow-ups.
As a right of passage, I went solo this year With the theme of a heart beating, it scares. Over a 48 hour weekend, I created an exploration expierence to scare you. I was very satisied with how everything turned out. I also created the short teaser to the right during the Jam, packed with content. I used Unity and the asset store to finnish this over the weekend of Game Jam. If you're in the mood, download or play it at: theDylanJones.com/heartbeat
The perspective of a moth has never been so humbling, worlds don't end with a bang. An experimental perspective with an out of the box design to narrative. Players softly fly around the world gathering clues to what has happened. Soon, you realize you are the last living thing on earth, and not for long. This Global Game Jam title was streamed world wide and was featured on the homepage. Watch gameplay or download it at: WithAWhimper.com
Another Global Game Jam title that was created in a much diffrent vien. Close your eyes and imagine a bird shooting lazerz at lobsters with jetpacks, a time traveling gameplay ability, sea stars cry below you, fighting for days on end. Open you eyes, that is Lazer Beak: Chapter 1. A straight 2D Unity creation for another Global Game Jam in (much less than) 48 hours. See the documentary to the right, and play it at: BigBoomGames.com/LazerBeak
Play as either a ninja or samurai as you fight with not only weapons, but by painting terrain. As the battle between these charecters rage, they will find that they key to balance is within the 'mountain brush'. These innovative controls allow great power in the many game modes to fight against friends. Built in XNA, a polished Global Game Jam project with the same 48 hour team. Watch commentary right there, site here: DiChrome2.com
Creating unique and powerful experiences is one of my high priorities, Kinect helps with this. In this game, players participate in a relationship, while trying to free themselves from societies pressures and other materialist needs. More experimental, I believe interactive media has a huge advantage to express emotion. I did art and animation while directing a team using Processing and Kinect libraries. Check out the short developer diary here for a walkthrough of the whole thing.
My start was in cinema, it's an on going venture to bring these scenes alive. Everybody wants to see how they would fair in that classic western shoot out scene. Real life gun slinging makes a showcase using Kinect. Are you good, bad or ugly? I helped a small team inside Processing and using Kinect libraries for it. See if you would make it during the display to the right.
Making things do stuff there not supposed to is always a blast, and Kinect was just that. During the launch of Kinect, it was a goal to make something playable and fun. Such expectations were surpassed with the creation of this Kinect PC game. It was often played in college dorms, and was a delight to make! An individual endeavor inside the Processing language with reference from the internet. See the mayhem on the video. As always, feel free to ask me questions.
Can't get enough of retro color based games? Good. The world needs more! Currently interested in how color states can relate and store information to players, it's something deserving to be furthered explored. See the evolution of this 2D to 3D twitch, one must dodge and collect to survive and score. Started as a solo project using Processing, it has evolved with Damon Chandler. Watch the evolution video here, or play it at: BigBoomGames.com/DodgeandCollect
While living the life of a college student, were forced to ponder such mind-numbing daily grinds. A game about one specific day, while setting up an experimental outlook about the choices we make every day of our lives. Between school, work and friends, we must find a balance. A social commentary about those decisions. Its creation was a one man show, and exclusively Flash was used from start to end. See the multiple ending walkthrough to the right, and ask for more details.
Changing factors on the fly can create a necessity for fast reflexes, and you'll need them. In this platformer, players control a fellow trying to escape from a duel colored world by switching their color in order to become immune or a dangerous weapon, as well as making gravity kneel before them. The protoype was created in GameMaker with Graham Chruchill on the forefront. See a quick gameplay example by clicking play on the video to your right.
Defending the inside of another's organs while cooperating and learning from each other. You and a friend take the role of cell walls as you defend from evil bacteria and viruses trying to do you bodily harm. However, you must learn your strengths and weaknesses as you can only defeat matching colored enemies. This oozy game had its code written by Sara Bine, and was developed in Flash. See a sample of it at increased speed with the video on the right.
Creating paper prototypes are one of the strongest ways to practice pure design. Building games for and with friends is a very important skill set and hobby. When creating new rules for past board games or creating from scratch, you can focus on whats important, and that's the design. These games were created using a variety of materials, objects and out of the box thinking. A short but sweet montage of just some of these past thoughts and games to the right.
A written history of recent experience.
Download the .pdf for anything you want.
Ask about my diffrent in-person résumé too.
Feel free to contact me for anything!
I truly hope to hear from you!
A quick list of things I've done, events or other projects.
This is a good place to find gossip.
Another place to explore!
Gamer culture is great, as indicated with this event. It was such an honor to co-host Indie Game: The Movie Denver premiere with Marc Wilhelm. After, I did a Q&A about indie games and tested RGB, at the after party. I look forward to simliar planned events! The full Q&A is available, please contact for any questions or details! Skip to 6 minutes into the video to only see the after party!
As the first undergraduate allowed to use DU's motion capture cage, it was exhilarating. I showcased some on-the-side motion capture and augmented reality work at a booth during TEDxDU 2010. After, I was invited to speak about games at the TEDxDU Salon. Then, I worked closely backstage during TEDxDU 2011. Definetly check out the above links, they have all the (mutliple) videos you need! Stay tuned for more TED action as well! Please contact me for follow-ups.
Game Jams are a caffeinated induced high for 48 hours to create a game from scratch. For all three years of participating in the jam, we have seen great success. The first year we prototyped DiChrome, the next we crafted with a whimper and we just finished Lazer Beak: Chapter 1. Lots of fun! Do you game jam? I like working under these crunches and love swapping stories about them. For more information about anything game jam related, say hello to me.
DU is an esteemed four year university offering a respected liberal arts degree. Currently, I plan to graduate on time in 2013 with a degree in Digital Media (focus on interactivity and games) along with a minor in Art and Marketing. I am a student anxious for the 'real world'. I very much enjoy my time at DU, and have earned an excellent reputation. Please contact me for anything from stories to charecter references.
I was raised with a strong background in film and video.
In an effort never to let that fade, I create animation and shorts.
Glance at some cinema.
Listen to old war propaganda telling you how to survive a nuclear explosion. This kinetic typography piece illustrates the old 'Duck and Cover' audio with plain and simple type. I always enjoy adding tiny details a viewer will only see after watching it a couple of times, life is all about small stuff! I used After Effects, Illustrator and 'Six Caps' to create everything in the scene. With more to come, check back for similar content and drop me a line.
A little character breaking out from the retro, and into our all-too-real world. These promos were created to follow video docs for Big Boom Games. You'll find them used as outros in making-of videos and other random events and products from us. These three shorts were made in After Effects, Photoshop and Illustrator. More to be coming soon, check back at both sites to keep an eye out!
Gamer culture is one that anyone who wants to work in games should enjoy. These Machinima were concepted, directed, acted, filmed and edited in order to advertise the Halo Forge map 'Zombie Outpost mod' that got quite popular around the community. The map was a mod from Halo 3, so capture cards and final cut pro were used. Have you played the Zombie Outpost series? Share your story!
Always on a quest to lean new things, I enjoy working inside 3D spaces. Along with some humble 3D modelying skills, bringin charecters and stories to life with 3D software like Maya is always of high interest. I am just starting my life long partnership with such tools. The video to your right was created with Maya, and I look forward to learning more. Have you played the Zombie Outpost series? Share your story!
The best thing about creating work, is that it's always fun to make stuff come alive. I had a blast creating this ninja/samurai animation over a weekend. It was one of my first times in Flash and my positive experience stemmed future work. Watch Sam the ninja try to escape the authorities! One of my first animations created during a weekend of Flash. There are plans to see Sam in a game, so you never know where you'll see this ninja next!
It's always important to remember where you come from, don't forget what got you here. This is a very personal piece I made for college applications in high school. I was honored to be picked out of a crowd and remembered years later for my submission. Past history is sometimes worth sharing. Used final cut pro and a dinky old cassette camera to record the story. Afterwards, I received much support from friends over the years, and have many to thank.
The roots of our creative outlets are a key to future success.
I enjoy studying print media and still photography.
Check out the limited online collection.
Participating in the roots of traditional media is important for all creatives. Used fathers fathers 1954 Leica M2 film camera to take this photo, along with many more. I enjoy the smell of dark room chemicals and classic photography is a skill that should never be left to die on the digital frontier. The , exposing your film as you watch prints develop, is a memory worth having. There is more where this came from, send me a postcard to discuss vintage formats.
It's said the human face can express a thousand words with a simple glance. In this typography based art piece, there is more than those thousand words, all relating to how one might carry themselves. From quotes to thoughts and beliefs, this typeFace says all it needs to say. The piece was created in Photoshop based from a portrait series by Eliza Paul. Although time consuming, I plan to further such typography based designs in the future.
Fan art created from using tools in along with the very popular Bungie game, Halo 3. Creating art using video games as your canvas has been called many things. At the end of the day, it's expression through a new type of media. Another form I indulge myself in of fan content in game cultcha. Shots were taken using Bungie's in game theater tool, and Photoshop. Since, other Halo-Panoramas and other game created 'photos' have gained popularity.
Interaction is the main reason people keep living.
I have a background in web and UI. Websites change the world.
I particiapte in this change, with my most recent web projects below.
One of the first sites to create 'windowed profs' designed for the general publics ease of use. A concept first experimented on the personal Facebook profile, we brought one of the first consumer based profile makers to the common good. We also refused to watermark images and passed on buying offers. Enjoy it! Fantastic work, especially from Sara Bine and Ryon O'Horo on the backend of the function. Have yours made and find directions here: ProfilePicMaker.com
A different kind of scrolling website to display the mentioned prototype. This website follows the diegetic forms of the games menu and interface. An innovative website was needed for the innovative prototype. Although the site has been postponed, its worth a 'scroll' through. After finishing the design and graphics, it was my friend Ryon O'Horo who did code. Visit the site at its original stop: DiChrome2.com
A rising music collaboration, Leif Sunde has been playing in Denver, Colorado. Leif has recently found the need to start sharing his music online. This site helps support him and gets the band closer to achieving their goals. Although the musician needs to add some content, you can hear the tunes below. Check out the band at: LeifSunde.com
The recent indie game developer has a brand new web presence for you. See and play new games by the development team, showcased on the new website. The sites got all the necessities and you might notice is looks similar! Definitely go check out all the awesome stuff over there. Explorethe main site for more information on everything Big Boom Games has goin on. Visit Big Boom Games: BigBoomGames.com
By now, you should have heard of this shiny new spectacle. A personal representation of past experience and project work. The site hopes to extend a friendly greeting for anyone looking to hire or network. Having just been built, please come by again soon to see what else has been added. The world improves from feedback, if you have any, let me know what you think! I hope you pass the site along: theDylanJones.com
There is always more to see, more to do and more people to meet.
This is a space where I can put anything I want, from my writing to my friends.
Find a treasure chest or golden ticket with a simple click.
I am currently gathering my favorite pieces to share with you. Until then, please keep clicking!
Some people make your life better. Below are only some of those people. Damon Chandler (artist) Sara Bine (web) Ryon O'Horo (web) Eliza Paul (photography) Graham Chruchill (film) Chloe Smyth (interior design) Stew Bird (tunes) More to come soon!
Those spots in life where you go to think. Let me show you mine. GDC IGDA Winnitron Unity TED Indie Games Blog Pixel Prospector TIG Source Play This Thing Rock Paper Shotgun Gamasutra IGN More to come soon!
This is the stuff I want to share with you. You got something too? Well, tell me about it! I have too much to share! I'll be narrowing down my list when I get a free 30 minutes. Come back to check!
I really do like to meet new people.
If you want to follow up from a hello, or perhaps
you just stumbled across my stuff, drop me a note
to say hi. It's a small world, I'll see you around!