He has prepared this bullet point list of achievements for you:
Business
- Has designed over 20 games.
- Working as a solo creator for 3+ years, released the mobile game Cereus on the App Store and Play Store.
- Sold a non-exclusive license to Deckest Dungeon to Cool Math called Dungeon Decks.
- Has received funding offers from publishers over $100,000.
- Ran a UX/UI and Graphic Design freelance business for 15 years.
Awards
- Presented Twilight Tower as a finalist for best narrative at BIG Festival in 2023.
- Had his game Kickochet selected as a top 20 entry in the 2019 GMTK Game Jam (video and by the community), now the biggest competitive game jam in the world.
- Built the game “AaaAaAaAhhHhH!” in only 12 hours, which was in the GMTK 2020 Game Jam top 100 and was exhibited at multiple festivals in Germany.
- Has had multiple games featured by both Itch.io and Alpha Beta Gamer.
Educational Content
- Created a 24 minute video about playtesting on YouTube with over 10,000 views in collaboration with Valve’s former lead user researcher Mike Ambinder and Sokpop’s Adriaan de Jongh, among others.
- Has an article version of the above video on GameDeveloper.com.
- Created an eBook with a checklist of fundamental game design tricks.
- Regular participating member of The Society of Play, a game development community where he ran a game design book club.
Game Design Specialities
Skills driven by Passion
- Emergent Mechanics Design / Modular Systems (Twilight Tower 2/Tactics)
- Skill Tree Progression
- Flow of stats across an experience
- Turn-based mechanics
- Deck-building and combo Mechanics (Twilight Tower 2/Tactics)
Visual
- 2D/2.5D Games
- Creative Direction and Tone Direction
- UI/UX Design & Implementation
Game Design Fundamentals
- PC (10 years) and Mobile (3 years)
- Running Playtesting, Summaries, and Enhancement
- Rapid Prototyping and Iteration (Paper, Test Tools, MVPs)
- Converting feelings to game mechanics
- Tying designs to a core concept
Teamwork
- Game Design Documentation
- Business-Oriented Design
- Presenting design concepts to team
Programming Related
- Unity / C# / Git (10 years)
- Game Design Tool Programming
- Game Design Mechanic Numeric Algorithms
- Creative Code – Animation through code
Miscellaneous
- Narrative Design and writing
- Level Design
- Real-time 2D top down game feel and character control mechanics (Kickochet)
- Resident Evil style 3d environment and camera angles (ITS NOT YOUR FAULT)
Ludography
Casey was the technical game designer in the following projects:
Full Release (and post Jams)
ITS NOT YOUR FAULT [1 month] (2023)
10 Minutes to Y2K [1 month] (2022)
Meta Form [2 months] (2020)
Twilight Tower (post-jam version) [2 months] (2021)
Cereus [3 years] (2018)
ProtoDash [2 Months] (2018)
Deckest Dungeon [2 months] (2017)
Skylands [1 Month] (2017)
Reach [1 month] (2015)
Circle Game [3 months] (2012)
Prototype / Vertical Slice
Twilight Tower 2 [1.5 years – prototype] (2024)
Twilight Tactics [1 year] (2022)
Kickochet [7 months – Demo] (2019)
The Abandoned [7 Months – Prototype] (2019)
Skylands 2 [1 month – Prototype] (2018)
Skelechest [3 months – prototype] (2014)
Game Jam
AaaAaAaAhhHhH! [12hrs] (2020)
Competitive Playdough [2 hours, live] (2019)
Someone is Wrong on the Internet [72hrs] (2018)
Ro Sham Bot [48hrs] (2016)
NEGATIVE [48 hours] (2016)
Zazz [24hrs] (2014)
Wrong [48 hours] (2014)
Lil Wizes Big Forces [48 hours] (2013)
Skeleboarder [48 hours] (2013)
My Pal Sal [1 month] (2013)