Hello!

My name is Julian Ray Blackstone

I am a passionate designer and gameplay programmer in the Pacific Northwest. I have been honing my skills in game design from a very early age. I have a passion for communication and leadership, with expertise in gameplay systems, level design, C++ game engine development and gameplay programming.

I went to DigiPen Institute of Technology and have been working professionally with Nintendo in their Technology Development department since late 2021. Below I have listed subsections of my passions and experiences, so please feel free to read through what you are most interested in. I have purposefully crafted my life experiences to allow for the practice and development of my skills in both design and computer science.

Design

I am a designer with specializations in gameplay systems and level design. I worked with a variety of highly skilled industry pioneers to create engaging player experiences. Thrilling 3D worlds of horror, high-octane intuitive 2D platformers, rogue-like dungeon crawlers, and ground breaking procedurally generated gameplay research projects. These are just a few of the types of projects my teams have lead to release together, learning valuable skills and developing our expertise with each iterative process.

My passion is in understanding the human mind and how it perceives information as it relates to immersion and entertainment. With powerful storytelling tools I have experienced first hand from all walks of life and all parts of the world, I believe it is vital that we take these inspirations and their creators’ life stories to find the deeper psychology and spirit behind these corner stones of creativity. My life goal is to works which reflect the dynamic landscape of the human mind and the beauty of the human soul, with a realistic focus on optimal foundations for revenue and longevity.

I spend countless hours documenting my understanding of the most beloved and hated games and media of all time, interview the most influential and passionate leaders in the games industry, and bring my own worlds to reality through the medium of games.

Graphics

Computer Science

Although my focus is in design, that does not mean my computer science skills are secondary. I have honed my capabilities as a software engineer as a tool for ensuring I have a thorough understanding of the technical aspects of design and can bring my concepts to life. All game projects I have made use entirely self-programmed mechanics, even in some cases down to the engine source code. I have created 2D game engines from scratch. The first was written in C in collaboration with one other developer. I was responsible for the rendering (OpenGL), font systems, IO, serialization, math libraries, core engine loop optimization, physics, and the implementations for all game mechanics other than the UI system. A year later, I worked with a team of four highly skilled developers to create a 2D game engine in C++, where I focused on shader code, particle engines, physics, primary gameplay systems, and some tools to be used by non technical designers.

I have also worked now for 4 years supporting various departments at Nintendo in their Technology Development division. I unfortunately cannot speak about most of the projects under NDA, but I was provided the opportunity to participate in the iterative development, quality assurance, and tools design & development for the release of the Nintendo Switch 2.

I am highly proficient in C++, C, OpenGL, ARM Assembly (specifically in regards to hardware interfacing), AI development, and a variety of higher level languages (C#, Python, JavaScript, Java, etc.). I have countless hours of development time in Unreal Engine 4 and 5, as well as Unity and minimal development time in Godot. I adore design leading into the implementation and the iterative process of scope, prototype, playtest, implement, refine.

Video of the test environment for the Rogue-Like game developed by me and one other, titled “DNA Dive,” developed in early 2020, running in our completely custom engine based in C and OpenGL.

I designed, implemented, staged, playtested, and drew art assets for this boss in our 4-person dev. team 2D platformer, titled “Chuckles”

Leadership and Other Passions

3D Mechanics and Levels

A screenshot from a moment in my in-progress solo-dev horror project, set in a strange dimensional circus

I have many skills an passions that are worth noting. Leadership is a passion of mine. In my time at DigiPen, I used all opportunities I could to try and provide leadership in a variety of roles. I was the primary producer and manager for the academic team PenguinShark, which started as a small 2 person team and grew into a reasonably sized 12 developer team, containing cross discipline members (designers, audio engineers, programmers, artists, etc.).

I generally had to take on multiple rolls in these environments, usually a combination of a director plus producer role. Creative director and technical director were the two most common. My primary goal was to keep everyone working together happily on all projects, and to support communication between disciplines that in some cases did not generally get along. By the end we had a thriving team of developers who worked closely and passionately on projects that got the rest of our cohort excited.

Other than leadership, I have a passion for the Japanese language, playing piano, drawing, creative writing, and user research. I have written many horror short stories, drawn concept art and comics, have many friends in Japan, and have been playing the piano since was a young child. I maintain these skills because I have a deep rooted passion for learning, creating, and communicating.

2D Combat and Movement

Shader infrastructure I worked with one other developer on for the same game engine as the previous image.

Gameplay Systems

Code from my combat manager in a custom C++ Engine using OpenGL and object factory style object allocation. We attempted to emulate compact logic systems commonly used in small handheld devices, such as the Gameboy and Nintendo DS.

Contact Me

Looking to ask more about my work or strike up a conversation? Send me a message here or contact me directly at my email, jr.blackstone@outlook.com. I am also on LinkedIn! I am always looking forward to a chat with those who I can learn more about.