Jane Ng – Studio Leadership // Game Developer (original) (raw)
Gardens
In Sept 2023, I joined the leadership at Gardens as Director of Operations and helped grow the fully distributed studio from 18 to 50 employees in US/Canada.
Half Life: Alyx
I joined the Half Life: Alyx team in the last months of production. The flagship VR game launched to critical acclaim in March 2020.
In the Valley of Gods
In 2018, we at Campo Santo created a trailer for In the Valley of the Gods, what we hoped would be our second title.
Firewatch – Talks
Here are a few of the talks I gave about our work on Firewatch.
Firewatch – breakdown
A sample scene showing how I layered different elements to create the look in Firewatch.
Firewatch – props
Besides having to create a large area of the Wyoming wilderness, I also get to model pretty sweet 1980s props for the game.
The Cave
I was the lead artist of The Cave, a game created by Ron Gilbert, made by our team at Double Fine Productions in SF.
The Cave – Rocks
A gallery and explanation of the modular rocks I made for The Cave.
The Cave – Lighting
I was responsible for lighting all but one of the levels in The Cave. The lighting system was essentially the same as Brutal Legend.
Stacking
Here are some selected shots of the work I did for Stacking, a game by Double Fine Productions in 2011.
Stacking – part 2
More environment art and lighting work on Stacking
Brutal Legend Cutscene Lighting
Brutal Legend is Double Fine Production’s 2009 open world Metal epic. Besides environment work, I did a lot of the cutscene lighting as well.
Brutal Legend – Level Art
A showcase of the introduction area of Brutal Legend, which I was assigned to work on.
Spore – Rigblocks and SkinPaint
Spore is a game full of procedural generation. Rigblocks are the modifiable blocks players can use to create their UGC in game.
Return of the King – Frontend
This was my first professional assignment in the game industry, back in 2003 at EA. An interactive frontend menu for ROTK.














