Designing the Vertical Slice and Open World that Set the Stage for Full Production
Designing the Vertical Slice and Open World that Set the Stage for Full Production
From early vision-setting to shaping the satirical, systemic cityscape of The Simpsons Game
From early vision-setting to shaping the satirical, systemic cityscape of The Simpsons Game

Inside the Build
This project began with Jameson Durall — our Founder and Principal — as the first level designer on The Simpsons Game. He created the “Around the World in 80 Bites” mission as the game’s vertical slice, setting the tone, pacing, and core mechanics that validated the vision and production plan for the full title.
Following this success, Jameson was promoted to Open World Lead for Springfield, owning the city layout, exploration gameplay, collectible flow, and narrative/world cohesion. He worked closely with the show’s writers to integrate branching dialogue, syncing it with dynamic world states driven by missions and player actions, ensuring a reactive, coherent, and thematically sharp experience.
The Simpsons Game showcased the ability to set a creative vision early and carry it through to large-scale execution. It blended sharp satire with structured, systemic gameplay, demonstrating how tone, pacing, and player agency can coexist in a cohesive open world. It also reinforced the value of connecting a strong narrative voice to systemic design for an immersive player experience.
“Design that balances tone, mechanics, and exploration.”
Built Into Our Process
This experience reflects our capability to lead both vision-setting and large-scale execution. We help studios establish gameplay tone, validate production plans, and scale from proof-of-concept to fully realized worlds. Whether designing a tightly scoped vertical slice or an expansive city, our approach ensures mechanics, pacing, and thematic goals work in harmony to create memorable, engaging worlds.
Whether building from the ground up or scaling an existing project, we help teams create experiences that are cohesive, scalable, and truly engaging.
One suite. Three levels of design support.
One suite. Three levels of design support.
Jameson Durall XP offers a three-tier game design consulting suite. Whether you need a fast fix, a production-ready design framework, or full design leadership, we offer support at every level of game development.
Each service is built to meet you where you are. No matter your challenge, there’s a clear path forward for your dev team and your project.
Expertise That Moves Projects Forward
With over 25 years of experience across AAA development and leading high-performing design teams, we know what it takes to build systems that work and experiences that land. Our approach is practical, direct, and grounded in real development without the fluff. Studios work with us because we bring clarity, ask the right questions, and move projects forward with purpose.
With over 25 years of experience across AAA development and leading high-performing design teams, we know what it takes to build systems that work and experiences that land. Our approach is practical, direct, and grounded in real development without the fluff. Studios work with us because we bring clarity, ask the right questions, and move projects forward with purpose.
Our Track Record. Your Advantage.
Our Track Record. Your Advantage.
From high-level concept to the finer points of pacing and progression, great game design comes down to making a million small decisions with intent. We help you make those decisions smarter, faster, and with greater impact.
Let’s Talk Design That Works
You don’t need another vague opinion. You need insight that drives real progress. If you’re facing design chaos, chasing cohesion, or ready to level up your systems, we’re ready to dig in. Get in touch and let’s make something great together.