RESUME
My name is Jasmine Persephone Jupiter! I am a California-based narrative designer whose work has been showcased at the Asian American International Film Festival, IndieCade, and the USC Games Expo!
Most recently, I worked as an Associate Narrative Game Designer on Blizzard’s survival game, Odyssey, where I developed core IP pillars and collaborated with the Combat and Game Systems teams to design player classes and crafting systems. I also worked with the Story & Franchise Development Lore Team to centralize our game’s narrative documentation in a Confluence wiki in order to provide our developers with easily accessible information about the IP to guide their design work.
Prior to my time at Blizzard, I pursued an MFA in Interactive Media & Game Design at the USC School of Cinematic Arts, where I had the privilege of creating and working on numerous video game projects. My first narrative design position was for an MFA thesis project called The Star Wanderer. On this project, I worked closely with the systems designer to ensure that the game’s systems were strongly rooted in the narrative and wrote descriptions of in-game encounters and events. The project was overseen by interactive fiction legend Sean Stewart, who served as the thesis industry advisor and a personal mentor for me. He taught me fundamental lessons about narrative design for interactive media and the integration of gameplay and story.
My next project was Koshka’s Kofe, made in collaboration with Michelle Ma and Cloud Tian, which has gone on to be featured at multiple festivals, where I have had the opportunity to speak on various panels. I was also a university research fellow, serving on multiple research projects, including one which received an NEH grant. This project, titled Book of Harmonies, was a VR experience based on Raphael’s frescoes in the Stanza della Segnatura that received a letter of support from the Vatican!
Before grad school, I worked for the augmented reality comic book company Anomaly Productions. At Anomaly, I had the opportunity to work in a variety of roles on their various interactive projects. I served as a 3D animator on numerous monthly comic books, rigging and animating characters and building environments in-engine. I also wrote the codex entries for the AR children’s book, Creative Creature Catcher. Through Anomaly, I gained contract work at Marvel Comics, where I remastered a series of classic comics into anaglyph 3D.
Outside of my narrative design work, I engage in community outreach, organizing, and advocacy for people of marginalized identities. I teach game design to urban youth in Downtown Long Beach through my work with the JayzTwoCents Tech Lab at Scholars Collective. I am also a moderator for Trans Game Dev, an online community I co-founded for people with marginalized gender identities working in the games industry.