Jake ‘Gilla’ Gilfillan
Senior Technical Designer#
Experience & Accomplishments#
Acted as Creative and Technical owner for a number of Marathon’s progression and economy features
Developed and maintained the content and design frameworks used to support Marathon’s loot system and world loot placement.
Built a suite of ‘Scripted Workflows’ using Bungie internal ‘Bungie Script’ language to simplify and harden the item and cosmetic content creation pipeline with a focus on usability, stability, and speed.
Supported improvement of the software tools (C#) and gameplay architecture (C++) used by Marathon’s systems and economy designers.
Wrote, recorded, and produced the studio’s new hire “Bungie Basics” video training series to facilitate high quality onboarding amidst Bungie’s rapid growth.
Collaborated directly with engineering and the content teams they supported to advocate for workflow improvements, drive process and communication improvement, and triage tooling and client stability issues.
Implemented a “Designer First” support desk system to provide design staff with rapid response and accurate tracking of technical and workflow issues.
Professional History#
Senior Technical Designer
SEP 2024 - PRESENT
Bungie
Senior Production Engineer
MAR 2023 - AUG 2024
Bungie
Senior Production Engineer
JUN 2021 - MAR 2023
Bungie
Senior Systems Administrator
MAR 2018 - MAY 2021
GGLO
Game Releases#

Marathon - Season 2: Nightfall
As Senior Technical Designer on Marathon’s Loot & Economy team for Season 2, I acted as Loot Designer for the new Night Marsh activity and lead improvements to the Item Status Effects feature.
Destiny 2: The Final Shape
As a Senior Production Engineer on Destiny’s Shared Art team I built tools to improve artist workflows and owned technical content setup used for training, testing, and prototyping.
Destiny 2: Lightfall
As a Senior Production Engineer working with Destiny’s Shared Art teams I collaborated closely with engineers and artists to deliver ambitious new and reprised destinations.
Destiny 2: The Witch Queen
As a Production Engineer working with Destiny’s Shared Art team I collaborated closely with artists and engineers to ensure tool and game stability.
