Alumni Spotlight

Ben Jones

Ben Jones - Cohort 4


 June 2006



Ben Jones has worked in AAA game development for over a decade, and got his start with Day of Defeat. After the game sold to Valve in 2002, he became a consultant at The Guildhall. After a short time, Jones saw the value in an education from The Guildhall and enrolled as a student. Upon graduating, he rose through the ranks at Sony Computer Entertainment and Electronic Arts by working on high profile content, eventually becoming an international brand evangelist.

Jones is currently a Senior Designer at DICE and Lead Designer for Battlefield Premium, driving expansion packs for Battlefield 4 (see the trailer here). Prior to this, he was a Senior Designer at Danger Close Games (EALA) for Medal of Honor: Warfighter, Lead UI Designer at Zipper Interactive for SOCOM 4, Lead Level Designer for MAG DLC, Level/Systems Designer for MAG, and Developer at Valve Software for Day of Defeat. Jones also does marketing and PR in support of his projects. He hopes to one day start an independent game studio.


What is the best part about your current position?

Working on a franchise I've loved for over a decade and bringing new experiences to that fan base.

How did you first become interested in a career in gaming?

I've been playing games since a very young age, but it was not until high school that I discovered the joy of creating unique environments and interactions. My love for user-created content eventually led me to the mod community where I worked on the Half-Life mod Day of Defeat for several years. After a brief stint working for Valve I returned to college but never lost my passion for games. Because of this I found myself at The Guildhall, where making games is more than a hobby... it defines your existence.

What is the most interesting or enjoyable thing that you have gotten to do in your career?

Traveling around the world, speaking to media and fans about our games.

Why did you choose to get your education from The Guildhall?

As both a consultant and intern for the Guildhall, I saw firsthand the benefits of attendance and determined that it was an excellent approach to solidifying a career in game development.

How did The Guildhall prepare you for your career in gaming?

[The Guildhall] allowed me to work with diverse teams that closely resemble those in actual studios and [provided] a rich curriculum that charged my communication and development skills.

What impact has The Guildhall had on your life?

It truly changed my life by getting me back into an industry I'd always dreamed of calling my own.

What is the greatest piece of advice you've ever been given?

To be firm in your vision but flexible in its implementation. Game development requires one to be open to change at every avenue, so think high-level and don't fret about the little stuff.

What are your predictions for the next 5-10 years in the gaming industry?

The landscape is quickly changing. Gone are the years when a dozen publishers chase after the "Call of Duty dollars" with comparable projects. With indy development leading the way, we'll see a resurgence of AA titles in the $15-30 range doing very well on both PC and consoles. Smaller teams, budgets and offices with much larger levels of success!.