jaykyburz.com jaykyburz.com

jaykyburz.com

Jay Kyburz

The personal site of Jay Kyburz. Game Developer. Programmer for Hire.

http://www.jaykyburz.com/

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CONTACTS AT JAYKYBURZ.COM

Jay Kyburz

Un●●32

11 H●●●●t St

Kin●●●ton , Australian Capital Territory, 2604

Australia

61.4●●●●6397
ja●@ironhelmetgames.com

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Jay Kyburz

Un●●32

11 H●●●●t St

Kin●●●ton , Australian Capital Territory, 2604

Australia

61.4●●●●6397
ja●@ironhelmetgames.com

View this contact

Jay Kyburz

Un●●32

11 H●●●●t St

Kin●●●ton , Australian Capital Territory, 2604

Australia

61.4●●●●6397
ja●@ironhelmetgames.com

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PAGE TITLE
Jay Kyburz | jaykyburz.com Reviews
<META>
DESCRIPTION
The personal site of Jay Kyburz. Game Developer. Programmer for Hire.
<META>
KEYWORDS
1 jay kyburz
2 from edge magazine
3 bioshock arcadia
4 swat
5 tribes
6 and freedom force
7 programmer for hire
8 contact details
9 email
10 jay@jaykyburz com
CONTENT
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PAGE
jay kyburz,from edge magazine,bioshock arcadia,swat,tribes,and freedom force,programmer for hire,contact details,email,jay@jaykyburz com,twitter,ironhelmetgames,facebook,facebook.com/jay kyburz,skype,jaykyburz
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Jay Kyburz | jaykyburz.com Reviews

https://jaykyburz.com

The personal site of Jay Kyburz. Game Developer. Programmer for Hire.

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jaykyburz.com jaykyburz.com
1

Jay Kyburz

http://www.jaykyburz.com/swat

As Lead Designer on Swat: Stetchkov Syndicate I didn't get much chance to build levels or script gameplay. The screenshots below are of levels built and scripted by the very talented Dean Tate and Alex Boylan. The expansion was very focused on multiplayer where we added VoIP, 2 new MP modes, 10 player Co-Op, 7 new weapons and a bunch of other little tweaks to the already polished game. Swat on Game Rankings. Swat on Moby Games. Swat 4: The Stetchkov Syndicate. Swat 4: The Stetchkov Syndicate.

2

Jay Kyburz

http://www.jaykyburz.com/tribes

As Lead Level Designer on Tribes I was responsible for both building spaces that look good, and scripting fun and interesting moment-to-moment gameplay. Unlike Bioshock, level designers working on Tribes had a lot of ownership of their level. It was rare that a designer would work on somebody else's map, or that designers would swap maps halfway through development. I developed 4 single player levels and 2 multi-player maps for tribes. Tribes on Game Rankings. Tribes on Moby Games.

3

Jay Kyburz

http://www.jaykyburz.com/bioshock

Building levels on Bioshock was a very collaborative process. One person might build the initial layout, another might decorate it or make changes for gameplay. Each level had effects, lighting and optimization passes, and quite often each would be made by a different person. Bioshock on Game Rankings. Bioshock on Moby Games. Point Prometheus was one of the last levels I worked on before moving off to lead the team on 2K Australia's next game. After doing the basic layout and structure it was handed ...

4

Jay Kyburz

http://www.jaykyburz.com/freedomforce

The best thing about Freedom Force were the amazing silver age comic character designs by Rob Waters. Freedom Force on Wikipedia. Freedom Force on Game Rankings. Freedom Force on Moby Games.

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