Sleepy Sheep
An imaginative visual representation of a fluffy toy sheep. The illustration was designed to look appealing from all sides of rectangular packaging.
Sleepy Sheep
An imaginative visual representation of a fluffy toy sheep. The illustration was designed to look appealing from all sides of rectangular packaging.
Sleepy Sheep
An imaginative visual representation of a fluffy toy sheep. The illustration was designed to look appealing from all sides of rectangular packaging.
Sleepy Sheep
An imaginative visual representation of a fluffy toy sheep. The illustration was designed to look appealing from all sides of rectangular packaging.
An imaginative visual representation of a fluffy toy sheep. The illustration was designed to look appealing from all sides of rectangular packaging.
Jayme Kalpin is a Game Designer specializing in World Design, Narrative, and Multiplayer/Community Management. She is passionate about the integration of story into gameplay, and the small touches that make virtual spaces feel like real living places. Her favourite genres are roguelikes, RPGs, and anything just a little bit weird.
Reach me at:

TOMB RAIDER CATALYST
& LEGACY OF ATLANTIS
Provided feedback on Lara Croft's visual design and mechanical kit to improve consistency with previous Tomb Raider titles.
Evaluated narrative design, including cinematics, character interactions, and environmental storytelling.
Developed documentation on the evolution of the Tomb Raider IP, and how to effectively update series hallmark mechanics in order to deliver on player fantasy.

007 FIRST LIGHT
Project Website
Reviewed levels to gauge the effectiveness of environmental clues and storytelling, and the impact of player choice on quest flow.
Reported on the quality of IO Interactive's implementation of the James Bond IP through NPC characterization, cinematics, and environmental design.

MARCH OF GIANTS
Project Website
Proposed refinements for character and environmental models, artwork, and animations in order to improve mechanical readability and visual appeal.
Developed systems for community-building, player interaction, and social accountability.

NEW WORLD: AETERNUM
Created personality profiles of core player types, with detailed analysis on how first time user experience could more effectively meet their individual needs.
Supported the transition from PC to console by providing feedback on new cinematics, dialogue systems and world design features.

KING OF MEAT
Developed metrics for evaluating the effectiveness of player interactions, social features, and matchmaking in fostering cooperative and competitive behaviours.
Developed long-term metrics for balancing combat finishers (Glory Moves) based on usability, viability, and fun.
OTHER TITLES




