Jonathan Charles Evans

Lead Designer • Senior Designer • Scrum Leader

Email:  Twitter: @Jogosity  LinkedIn: Jonathan Evans

I am a highly experienced, creative and dedicated designer, skilled in all aspects of game development. 

Key Skills


  • System Design and Implementation- Advanced
  • Level design and implementation – Advanced
  • Level reviews and improvements – Advanced 
  • Creative leadership – Advanced
  • Original concept creation – Advanced
  • Narrative Design and Writing – Advanced
  • Cutscene and trailer storyboarding – Advanced
  • Meta Game Design – Intermediate
  • UI and UX – Intermediate
  • 3D Level Design – Intermediate


  • Level Technical Scripting – Advanced
  • All relevant software (Adobe Creative Suite etc…) – Advanced
  • Technical Design – Intermediate
  • 3DS Max – Intermediate
  • JaveScript/LUA – Improving


  • Scrum Leadership – Advanced
  • Staff performance review and training – Advanced
  • Economy Design & Management – Intermediate
  • Staff Recruitment – Advanced
  • Development schedule – Intermediate
  • Analytics and Live ops- Intermediate

Misc. Skills:

  • Social Media and Community relations
  • To-camera presentation
  • Public speaking
  • Prototyping
  • Voice-over Direction

Attributes and Soft Skills

  • Creativity and Vision – Creating and delivering new ideas, games and narratives from my own “blank page” – or developing ideas from within the team and client structure.
  • Practicality – Turning a great idea into a fully functional, polished feature, creating tasks, proposing technical requirements and offering direction to the team.
  • Team Collaboration and Cross Discipline Working – Excellent track record of partnering with the Code, Art and UI/UX teams as well as the live-ops teams. I am also very comfortable working alongside the wider structure of publishing, marketing and corporate partners.
  • Player Understanding – Empathising with the players emotional experience and their practical needs in terms of knowledge, tutorials and objective communication and feedback.
  • External Tuition and Assistance – I have taken part in numerous visits to local colleges and universities to offer guidance and support to student game developers.



Rebellion Warwick • Senior Designer • November 2017 to present day

  • Level Design on the forthcoming WWII shooter – Sniper Elite 5.(Full details still under wraps. Due Q2 2022)
  • Created a forthcoming – and still secret – major game level with unique new mechanics for Zombie Army 4: Dead War. (Due Q1 2022)
  • Supervised external team for the creation of a new Horde Map for ZA4 – including milstone definition, weekly meetings, technical support and design leadership.
  • Co-led the fundamental system design for the all-new Horde Mode design for ZA4.
  • Designed and implemented 5 Horde Mode maps – including all enemy population and event scripting.
  • Created and scripted campaign gameplay from blank page through white box and final production.
  • Trained and mentored additional team members on the creation of new Horde Maps.

Radiant Worlds • Senior Designer • Aug 2016 to Nov 2017

  • Created the rolling Events system for SkySaga: Infinite Isles – this guided and encouraged users to create new UGC games and experiences according to a list of suggested metrics.
  • Created “stub” levels for users to build on for their own games if they wished.
  • Designed and implemented FTUE menu-flow and video tutorial systems 
  • Contributed to creative meta game and retention mechanics

Team Lumo • Lead Designer and Co-Founder • Jan 2014 to July 2016

  • Created, developed and launched 2 original games – Lumo Deliveries Inc. and Lumo’s Cat.
  • Designed and implemented all game levels
  • Collaborated with business manager on economy design
  • Contributed to social media and promotional copy
  • Team Lumo games were created in Unity.

SEGA Hardlight • Level Designer and Script Writer • Nov 2013 to Feb 2014 • Contract

  • Devised and completed level designs for on all primary missions on Crazy Taxi: City Rush
  • Wrote narrative scripts and storyboards for cutscenes
  • Contributed to game structure and progression design
  • Crazy Taxi: City Rush was created in Unity.

Modern Dream • Lead Designer • Sep 2013 to October 2013 • Post-Blitz project resurrection

  • Led technical design to convert Typing of the Dead: Overkill from light-gun shooter to text-shooter
  • Organised and and acted as main contributor to the text writing process
  • Converted, edited and re-balanced 3 complete levels
  • Contributed to client contact before and after project resurrection

Blitz Games Ltd • Design Manager • Jul 2004 to Sep 2013

  • Game design leadership and team management across 8 projects
  • Conducted staff training modules
  • Contributed to team personal development reviews and recruitment procedures
  • Pitched and presented to internal and external stakeholders and clients
  • Took charge of game system design and level design – notable achievements include:
    • Created Kumo Lumo, an original iOS game – brought to market as Blitz’s first mobile title.
    • Led design on a live, server-based enviromental game including true-to-life ecology
    • Led design team on Kinect launch-window title; including interaction design and game design
    • Designed a procedural “natural language” feedback system for American Idol games
    • Voice over direction on several games including major celebrity cast members (Simon Cowell)
  • Clients include SEGA, Google, Chillingo, Bandai-Namco, Komani, Microsoft and more

Blitz Games Ltd • Designer/Artist • Jun 1998 to Jun 2004

  • Collaborated on game design, level design and scripting
  • Contributed to 3D level and prop modeling
  • Directed cutscenes on several projects.

Public Speaking

I enjoy speaking at games industry events and have built up a good reputation for delivering fascinating ideas about game design with clarity and humour. Of particular note is my lecture at GDC Europe in August 2015 for which I received rankings of 91% positive. This talk was ranked as the 3rd best in the design track, and the 8th best talk in the entire GDC Europe event that year.

  • TIGA: Life After Launch (Leamington Spa 2016) – Porting Emotions (with Steve Stopps)
  • Pocket Gamer Connects (London 2016) – What Kind of an Indie Dev Are You?
  • GDC Europe (Cologne 2015) – Fear Love and Great Big Ideas
  • Pocket Gamer Connects (London 2015) – Design from the Heart
  • Independent Game Developers Conference (London 2015) – Fear, Love and Great Big Ideas
  • Unity Untied (London 2014) – Games for Busy People

Full video – GDC EU 2015 – “Fear, Love and Great Big Ideas”

 Human Stuff

After 21 years in the game industry, I am perhaps more enthused and passionate than ever about creating high quality games, stories and experiences. When I am away from the controller I enjoy reading and writing (I am an enthusiastic fiction writer with short stories and a completed (to first draft) novel in the can.

I also love cooking, walking, photography, astronomy, theatre and cinema, going to the gym, throwing myself through mud during a Wolf Run and down mountains during Snowboarding season.

I have recently joined forces with a small group of friends to create a new tabletop dice/card game called Pistoleros. A wild-west shootout game that is previewing on Tabletop Simulator at the moment and is due for a Kickstarter launch in 2022.

If I wasn’t making games then I probably would be writing novels or comics because I don’t really know how to do anything apart from making things up. So far this has worked out well for me.

Current/Recent Playlist

  • Destiny 2(XboxOne)
  • Forza Horizon 5 (XboxOne)
  • Pacer (PC)
  • The Division 2 (XboxOne)
  • Star Wars: Jedi Fallen Order (PC)
  • Dishonoured 2 (PC)
  • Star Wars Galaxy of Heroes (iOS)
  • Sayonara Wildheart (iOS)

Personal Projects

Pistoleros – A brand new, tabletop dice and card game due on Kickstarter and Tabletop Sim. Made as part of a 5-person indie team of creative friends. Now in community-beta. Due 2022.

Imprint – A near-future sci-fi novel exploring the power dynamics when humanity discovers that it is no longer top of the food chain. A long-term project now in second draft/rewrite. Due in 20xx…

Full Game Credits

(see Games Portfolio for more details)

Rebellion: November 2017 to present day 

  • Sniper Elite 5 – Senior Designer (due to be released 2022)
  • Zombie Army 4: Dead War – Senior Designer 

Radiant Worlds: August 2016 to November 2017

  • SkySaga: Infinite Isles – Senior Designer/Scrum Lead

Lumo Developments Ltd (Co-Founder): April 2014 to July 2017

  • Lumo’s Cat & the Co-op Collider (2016)  Apple TV- Design Director/Game Maker
  • Lumo’s Cat (2015) iOS – Design Director/Game Maker
  • Lumo Deliveries Inc. (2014) iOS – Design Director/Game Maker

SEGA Hardlight: November 2013 to March 2014 (Contract)

  • Crazy Taxi: City Rush (2014) iOS/Android – Level Designer & Writer

Modern Dream: September to October 2013 (Contract)

  • The Typing of the Dead Overkill (2013) Steam PC – Design Manager (Lead Designer) & Writer

Blitz Games Studios: 1998 to September 2013.

  • Paper Titans (2013) iOS – Additional Design
  • Kumo Lumo (2012) iOS – Creator and Design Manager (Lead Designer)
  • Environmental Game (2011) – Web/social game (unreleased)  – Design Manager (Lead Designer)
  • Yoostar 2 – In the Movies (2010) Xbox360 Kinect, PS3 +Eye – Design Manager (Lead Designer)
  • Karaoke Revolution Series – (2004 – 2009) – 4 Titles Xbox360, PS3) – Design Manager (Lead Designer)
  • Pac-Man World 3 – (2004) PS2, Xbox, Gamecube, PSP, DS – Design Manager (Lead Designer)
  • Bad Boys 2 – (2003) PS2, Xbox, Gamecube, PC – Senior Designer/Scrum Leader
  • Fairly Odd Parents – Shadow Showdown (2003) – Cutscene Director
  • Zapper (2002) PS2, Xbox, Gamecube, PC – Assistant Manager
  • Fuzion Frenzy – (2001) Xbox Exclusive Launch Title – Designer/3D Artist


BA (Hons) Animation – University of Wales – Graduated in 1997

(Course taken at Newport School of Art & Design which was merged into the University of Wales whilst I was studying.)