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.
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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
Evaluated 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.

MARCH OF GIANTS
Provided feedback on the appeal and mechanical readability of character and environmental models, artwork, and animations.
Analyzed systems for community-building, player interaction, and social accountability.

TOMB RAIDER (Unannounced)
Developed video and written documentation on the evolution of Lara Croft, her mechanical kit, and the overall Tomb Raider IP in order to provide direction on how to update series hallmark mechanics, and more effectively deliver on IP fantasy.

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