Jeremy Miles Johnson

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Jeremy Johnson
School
School of Arts and Humanities
Department
Department of Visual Studies
Office
Holy Cross Hall 210
Mailbox
18
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I am an independent game developer from southern New Mexico. I earned undergraduate degrees in physics and classical studies and worked briefly at Fermilab before coming to Austin for graduate school. There I participated in several particle physics experiments including: the development of an instrument to map the interior structure of pyramids through the detection of naturally-occurring cosmic ray muons, using a salt dome as a dectector medium for acoustic signals from interactions with ultra-high-energy neutrinos, and finally the development of a slow positron beam. I earned a doctorate in experimental atomic, molecular, and optical physics. During graduate school, I was also an associate instructor of physics, a staff comics artist for The Daily Texan, a video game developer, and storyboard artist and script writer. I joined with another developer and physicist, Mark Baumann to start a game development company, 4th Wall Games. We created Harrowing Adventures, a multiplayer interactive fiction game. I originally came to St. Edward's University, to teach physics. However, after participating in a showcase of local game developers at the Bob Bullock Museum, I met the director of my current program and transitioned to teaching video game development.

  • Ph.D., Atomic, Molecular, and Optical Physics, University of Texas at Austin, 2016
    Dissertation: Toward higher-intensity positron beams : investigations in moderation efficiency and beam design
  • B.S. Physics, University of Texas at Arlington, 2005
  • B.A. Classical Studies, University of Texas at Arlington, 2005

I am a creator who operates at the intersection of teaching and experimental independent game development. My primary medium for creation and expression is that of video game development, but I also work in board games, gamebooks, and related media. Working in media adjacent to video games allows me to hone my craft and improve as a developer on a shorter time scale than video game development allows for. When I choose projects, I try to choose ones that will supplement my classroom instruction.

Within the medium of my work, I have multiple foci, reflecting the diversity of efforts required to make a game. From a design and programming perspective, I am interested in developing systems that enhance gameplay and provide a greater variety and quality of interaction. As a storyteller, I am especially interested in how those systems interact with the narrative aspects of the game. Finally, I find much of my inspiration for the visual aspects of my work through constraints, and so I favor the simple aesthetics of pixel art or black and white illustration.