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Jonathan Casey Weeks

Finding it awkward to write in 3rd person, but accepting it creates the airs he would like you to smell, Casey Weeks has been a Technical Game Designer in Unity since 2012 with a background in UI/UX.

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

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)