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Playing a Game

GEORGE CASTLE

Game Designer

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PROFESSIONAL WORK

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ZENITH: INFINITE REALMS

(2023-2024) Virtual Reality Looter ARPG developed by Ramen VR in the Unity Game Engine.

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  • Designed and implemented a fully randomized loot system, focusing on engaging progression across levels 1-100, including unique item modifiers to enhance player choice.

  • Sole Designer for player progression systems, balancing XP requirements, enemy XP rewards, and stat progression across all levels.

  • Technical Designer for new player abilities, utilizing visual scripting to develop mechanics such as “Aspect” modifiers that dramatically rework core skills.

  • Sole Seasonal Content Designer, delivering updates with new unique armor sets, skill trees, abilities, reskinned and redesigned bosses, new enemy setups, and monetized IAP content.

  • Lead Designer for Public Events, owning design and implementation of dynamic, multiplayer-focused activities.

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ZENITH: THE LAST CITY

(2022-Present) Virtual Reality MMORPG developed by Ramen VR in the Unity Game Engine.

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  • Sole AI Designer driving the design and implementation of a new World Boss with 5 special abilities. Utilizing a custom visual scripting language to deliver advanced functionality, including a dynamic platform-jumping mechanic.

  • Sole AI Designer for expanding above World Boss into a Raid Boss variation, introducing 3 new abilities and incorporating a unique grappling locomotion system through visual scripting

  • Lead Quest, World Activity, and Encounter Designer on the Skyward Summit Expansion for Zenith: The Last City and follow-up 1.3.1 & 1.3.2 Minor Patches​​

  • Economy & Progression Design for creature collection minigame in Zenith: The Last City’s Legends Untold update

  • Economy & Progression Design for Winter Holiday Event in Zenith: The Last City’s 1.2.1 update

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MARVEL: WORLD OF HEROES

(2021-2022) Niantic's canceled Marvel mobile geolocation action RPG following the Pokémon GO formula in the Unity Game Engine.

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  • Associate Designer on Marvel: World of Heroes

  • Balanced, designed, and implemented content for various combat systems

  • Designed and implemented combat abilities for up to 20 distinct characters

  • Coordinated with VFX and animation teams to drive clarity and ensure alignment with design's vision

  • Wrote and maintained combat system documentation in Confluence

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PERSONAL PROJECTS

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BLOOM ROOTS OF RENEWAL

Retro-inspired First Person Shooter initially created by 31 students in Summer 2020 and iterated on in Fall 2021.

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  • Designed and developed a scalable base systems 3D prototype in Unity C#, featuring FPS player controls, combat, a basic level, and enemy mechanics

  • Designed and implemented a seek-and-retreat enemy AI to foster explorative and tense gameplay

  • Sole level designer of 2nd level

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CADUCEUS

(Spring 2021) Procedurally generated FPS created by 34 students.

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  • Oversaw project level design, including original design & implementation of procedural generation system

  • Sole designer of game's hub level

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DREAMWILLOW

(Fall 2019) Top Down Twin Stick Shooter created by 30 student developers.

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  • Implemented initial game prototype using Unity C#, including base enemy and weapon integration

  • Designed two of the game’s six levels, including the final level of the game

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ABOUT ME

  • Game Designer II at Ramen VR, working on Zenith: The Last City

  • Former Associate Game Designer at Niantic, Inc

  • BA - Art & Design University of Michigan Alum

  • Former Vice President of game development club WolverineSoft

  • 5 years of experience using Unity

  • 3 years of experience using Jira & Confluence

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©2024 by George Castle

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