BENNETT JOBLING
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Hi, I’m Bennett.

I’m a writer and holistic designer based in Los Angeles with a background in game and UX design.

By looking at how systems and story interact, and keeping a holistic eye on the art and design, I build authentic feeling worlds with history and details to craft memorable and emotional experiences.

I am creating compelling narratives and the systems for interacting with them.

 

 

Highlighted Work

 
 

Deck Nine Games | Life Is Strange: Double Exposure

As the Lead Designer on Life is Strange: Double Exposure during 2023, I managed the design team while working in tandem with narrative and cinematics to create a compelling and cohesive experience.

I was responsible for a team of 5 designers, implementing roughly 50 scenes of content across 5 chapters. I was responsible for managing the content pipeline, design roadmap, and individual schedules and growth plans of my direct-reports.

Additionally, I provided oversight on level design, puzzle design, and the creation and implementation of the games “living world” - side content that enriches the experience and fleshes out the characters and setting the player explores.


Night School Studio @ Netflix Games | Oxenfree 2

On Oxenfree 2 I was responsible for level design for various scenes across Act 2, the puzzle design of ghosts around the island, and the narrative design for our side stories, end-of-game wrap ups, and the structure of Act 3.

My initial work was in creating the Lighthouse, Waterfall, Ghost Town, and Community center scenes - several of which are featured in the trailer shown here. I worked with our art team to create layouts, and our writing team to ensure gameplay and narrative were aligned.

I was honored to be asked to plan out the game’s third act, a “Time Heist” that sees Riley jumping across multiple timelines and locations.

Lastly, I was the creative mind behind the game’s “boss fight” - a mix of conversation based puzzles and climbing gameplay that culminates in the Community Center at the end of Act 2



Survios & HBO Interactive | Westworld Awakening

As the Lead narrative Designer at Survios, I was given the opportunity to act as the writer and director for Westworld Awakening. The studio sent three pitches for games to be reviewed by show creator, Jonathan Nolan, and my concept was selected from among the three. I co-wrote the games script alongside a writer from Kilter Studios, Hillary Benefiel.

Because HBO required a majority of the writing to be finished by our early milestones, I was freed up to contribute to a large amount of the game’s level design work, focusing on key scenes in Acts 3, 4, and 5. My goal was to create visually distinct pieces that called back to the show’s design aesthetics, while also creating areas that were fun to explore.

In addition, I was responsible for a majority of the game written narrative discoverable content, puzzles relating to collectibles and hidden objects, and documentation to maintain the creative vision and goals of the end-to-end product.

This was my first opportunity to work as a director, and it was an incredibly fulfilling experience.