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Jason VandenBerghe

Also Known As

  • Jason Vandenberghe
  • Jason Vanderbergh

Game Credits

Production

The X-Files Game (1998)   (Associate Producer)
 

Design

Tom Clancy's Ghost Recon: Future Soldier (2012)   (Conception Creative Director)
Red Steel 2 (2010)   (Creative Director)
X-Men: The Official Game (2006)   (Lead Game Designer)
007: Everything or Nothing (2004)   (Lead Designer)
The Lord of the Rings: The Third Age (2004)   (Design Team)
007: Everything or Nothing (2003)   (Additional Design)
 

Programming/Engineering

The X-Files Game (1998)   (Software Engineers)
 

Writers

Red Steel 2 (2010)   (Writers)
 

Video/Cinematics

The X-Files Game (1998)   (Assistant Editors)
 

Audio

Red Steel 2 (2010)   (Voice Talents)
 

Marketing

Tom Clancy's Ghost Recon: Future Soldier (2012)   (Brand Expert)
Rayman Origins (2011)   (Brand Expert)
Prince of Persia Classic (2007)   (Brand Expert)
 

Support

Far Cry 3 (2012)   (Additional Support)
ZombiU (2012)   (Brand Expert)
 

Thanks

Enemy Territory: Quake Wars (2007)   (Special Thanks)
 

Other

Tom Clancy's Ghost Recon: Phantoms (2014)   (Ubisoft Paris Future Soldier Team)
Prince of Persia Classic (2007)   (Brand Expert)
The X-Files Game (1998)   (Undetermined)
 


Developer Biography

Jason Vandenberghe is a designer, technologist, writer, speaker, and director. He has been making AAA action/adventure games for going on thirteen years now. His first game gig was in 1996 (as a programmer on The X-Files Game), and he’s never looked back.

Jason has carved a career out of bringing excellence to challenging projects. He cut his teeth at Electronic Arts, spending six years making James Bond games: Agent Under Fire, Nightfire, Everything or Nothing (his first lead design role) and (briefly) From Russia With Love. For him, EA was a grand education in the best and worst of large-scale game production & development practices, and further projects like The Godfather and Lord of the Rings: The Third Age were proving grounds for testing these ideas under pressure.

Taking a chance to move to Activision in 2004, Jason then applied this experience to a wide scope of projects: X-Men: The Movie Game, the Call of Duty franchise, the Guitar Hero franchise, Spider-Man… At Activision, he confirmed to his own satisfaction that many of the difficulties experienced by large dev teams making AAA games are the same world-wide, and he began to develop a style and series of methods to resolve these common challenges.

In 2008, he was offered an opportunity he couldn’t refuse: to make 1st-person sword & gun play fun at Ubisoft Paris. So far, he’s been delighted that he took the offer.

Last updated: Feb 20, 2010