Jason Gholston | Producer projects and musings206.499.6082
jason@jasongholston.com

Marvel Super Hero Squad: The Infinity Gauntlet

Marvel Super Hero Squad: The Infinity Gauntlet

      It was a pleasure leading my team from concept all the way through to the approval of our x360, PS3, and Wii SKUs, as well as three DLC packages.  Our schedule was very tight.  From day one to alpha we had nine months, with another three to get the game through certification.  In that [...]

Where the Wild Things Are

Where the Wild Things Are

      On Where the Wild Things Are, I lead the team from pre-alpha through certification.  This title marked the studio’s first foray into the PS3, Wii, and X360.  To deliver on the potential of these new platforms intense effort from the engine and world art teams was required.  If that wasn’t enough, things got really challenging [...]

Flowplay

Flowplay

   Flowplay’s goal for ourWorld.com was to create a safe environment where kids could express themselves and enjoy the most popular casual games on the web. To encourage kids to return to the site, we wrapped all the social interaction and casual games in a browser based, clientless MMO-RPG. At the heart of the MMO [...]

Mobile Classics

Mobile Classics

I was employee number two of the RealNetworks Mobile games group.  There, I served as designer, producer, and creative director.  Our model was simple; identify hit casual games, secure the mobile rights, and fathfully translate them into compelling mobile gaming experiences.  A deep understing of the game must guide the editing process.  It’s far to easy to [...]

Bounce Out Blitz!

Bounce Out Blitz!

Bounce Out Blitz is the sequel to Bounce Out, one of the first download casual hits. As lead artist and UI designer, my primary challenge was to update the look of the game while staying true to the original. At the time, GameHouse Studio was very leery of using 3d graphics and understandably so. Few [...]

Marvel Super Hero Squad: The Infinity Gauntlet
Marvel Super Hero Squad: The Infinity Gauntlet

      It was a pleasure leading my team from concept all the way through to the approval of our x360, PS3, and Wii SKUs, as well as three DLC packages.  Our schedule was very tight.  From day one to alpha we had nine months, with another three to get the game through certification.  In that [...]

Where the Wild Things Are
Where the Wild Things Are

      On Where the Wild Things Are, I lead the team from pre-alpha through certification.  This title marked the studio’s first foray into the PS3, Wii, and X360.  To deliver on the potential of these new platforms intense effort from the engine and world art teams was required.  If that wasn’t enough, things got really challenging [...]

Flowplay
Flowplay

   Flowplay’s goal for ourWorld.com was to create a safe environment where kids could express themselves and enjoy the most popular casual games on the web. To encourage kids to return to the site, we wrapped all the social interaction and casual games in a browser based, clientless MMO-RPG. At the heart of the MMO [...]

Mobile Classics
Mobile Classics

I was employee number two of the RealNetworks Mobile games group.  There, I served as designer, producer, and creative director.  Our model was simple; identify hit casual games, secure the mobile rights, and fathfully translate them into compelling mobile gaming experiences.  A deep understing of the game must guide the editing process.  It’s far to easy to [...]

Bounce Out Blitz!
Bounce Out Blitz!

Bounce Out Blitz is the sequel to Bounce Out, one of the first download casual hits. As lead artist and UI designer, my primary challenge was to update the look of the game while staying true to the original. At the time, GameHouse Studio was very leery of using 3d graphics and understandably so. Few [...]

Super Pool & Hammerhead Pool
Super Pool & Hammerhead Pool

   Super Pool is a friendly, accessible simulation with realistic physics and six game modes. Simplicity was the guiding principle behind the design. As lead artist and UI designer my goal was to minimize the number of clicks between the opening menu and the breaking shot. We achieved this by compressing the game play options [...]

Luxor
Luxor

   Luxor is a huge hit on platforms.  The mobile version I designed and produced hit the top ten on Verizon, and was a best seller worldwide.  Building Luxor for two hundred mobile handsets was a challenged that required a complete reconceptualization of many of the game’s fundamental systems. Levels in the pc version are based on fixed full screen illustrations.  This approach [...]

Cake Mania
Cake Mania

    Cake Mania is one of the biggest hits ever in the PC casual games market. It was an honor to bring such a well loved game to mobile. Cake Mania is an art heavy, mouse driven game. As such, every element required careful consideration as I redesigned it for mobile. The controls were the [...]

Feeding Frenzy
Feeding Frenzy

Sprout Games’ Feeding Frenzy was amongst the first wave of hit PC casual games. Feeding Frenzy featured large pre-rendered 3d graphics, fluid screen motion, humorous sound design, and delicately balanced mouse controls. When the Real Networks mobile team scored the mobile rights it was quite a coup. Preserving all the great art, sounds, and the [...]

7 Wonders
7 Wonders

A PC hit, 7 Wonders is a classic match three game polished to a high sheen. As we adapted the game for mobile we focused on preserving the game’s epic feel. To achieve this we re-imagined the graphics, accelerated the level progression, and invented new presentation elements. Much of the file size of the PC [...]