Metalcore by Jonathon CooperMetalcore by Jonathon Cooper

Metalcore

Jonathon Cooper

Jonathon Cooper

Metalcore
Design Director, Creative Director
Open world PVPVE extraction light
At 369, I was the studio's design director and the creative director for the Metalcore game. I managed the design team and the game's overall creative efforts, which included mission design, progression, vehicles, and level layouts. In addition, I also led narrative efforts, such as storyboarding cutscenes, writing backstories, and scripting game dialogue.
The core of the level design was to ensure it supported gameplay for large and small mechs, tanks, aircraft, and Infantry. We used tall mountains to create valleys that would serve as combat bowls for vehicles, and the hills gave the aircraft a place to hide behind if things got too hot. By early access, we had about 4 square km populated
Metalcore
The players could also collect blueprints for fabricating new machines that could be produced or rented. Players can construct a range of war machines by gathering resources and blueprints. The game's blueprint system provides a clear roadmap, detailing the components needed for each creation. We also had a raw material transmuter to change different resources and tiers of resources into other resources. This kept looting fresh and relevant, so long as you extracted materials, you were still making progress.
Metalcore
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Posted Oct 27, 2026

Design and creative director for Metalcore, an open-world PVPVE extraction project; led mission, progression, vehicles, and narrative efforts.