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 with a passion for narrative, UI/UX, and world design who believes that it's 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.
What am I playing right now?

TOMB RAIDER CATALYST
& LEGACY OF ATLANTIS
Refined Lara Croft's visual design and 3Cs in order to better align with previous titles and more effectively deliver on player fantasy.
Evaluated narrative design, including cinematics, character interactions, environmental storytelling and IP documentation.

Assessed levels for issues with wayfinding, progression blockers, environmental storytelling, and the impact of player choice on quest flow.
Evaluated implementation of the James Bond IP through NPC characterization, cinematics, and environmental design.

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.
Evaluated core mechanics in comparison to popular MOBA and RT industry competitors.

Created personality profiles for core player types, with documentation on how the first time user experience could more effectively meet their specific needs.
Supported the development of new cinematics, dialogue systems, and world features for New World’s console port.
Tested console builds for performance issues, bugs, and progression blockers.

Evaluated the effectiveness of player interactions, social features, and matchmaking in fostering specific player behaviours.
Developed long-term metrics for balancing finishing moves in combat.
Participated in server stress tests. Tested levels to document required bug fixes and access whether difficulty was consistent with in-game ratings.





