JEREMIAH COSTELLO – GAME DESIGNER

I’m a game designer with a decade of hands-on design experience and over twenty years across game development and interactive audio. My work spans systems design, licensed IP adaptation, narrative design, and constraint-led platform UX across PC, tabletop, and novel hardware.

I shipped Rough Justice: ’84 as Lead Designer at Gamma Minus, a PC tactics title with deep board game DNA, an Epic MegaGrant, and an Unreal Engine Spotlight Award. Before that, I spent over a decade in voice production, founding studios in Germany and France and directing 200+ credits across games and interactive media.

Most recently, as Senior Game Designer at tonies, I was the principal designer on Tonieplay, a new category of interactive screen-free games exclusive to the Toniebox 2. I worked directly with Hasbro as IP holder to design three classic board game adaptations: Guess Who? Monster Mysteries, The Game of Life, and Monopoly: Real Estate Rush. I also designed the screen-free physical UX and LED interaction logic across all seven shipped Tonieplay titles.

I build systems that are legible, scalable, and grounded in how players actually behave.

SELECTED ACCOLADES

★ Epic MegaGrant Recipient
★ Indie Cup Germany ’22 – Unreal Engine Spotlight Award Winner
★ German Dev Days 2023 – Best Concept Nominee
★ Nordic Game Discovery Contest Qualifier Winner
★ Develop: Brighton 2023 – Indie Showcase Selection
★ Official Selection – A MAZE. Awards 2022

SELECTED PROJECTS

MONOPOLY

Platform: Toniebox 2 / Tonieplay

  • Concept
  • Prototyping
  • Lead Game Design

DISNEY QUIZ KINGDOM

Platform: Toniebox 2 / Tonieplay

  • Concept
  • Prototyping
  • Lead Game Design

QUIZZLES – TECHNOLOGY

Platform: Toniebox 2 / Tonieplay

  • Concept
  • Prototyping
  • Lead Game Design

SYNCANITE FOUNDATION

Platform: Physical board game 

  • System Design
  • Asymmetrical Design
  • Balancing

COLD COMFORT

Platform: Steam

  • Concept/Prototyping
  • Narrative Design
  • Lead Game Design
  • Project Management

COMANCHE

Platform: PC & Consoles

  • Narrative Design
  • Voice Direction

PNEUMATIC PANIC

Platform: Steam

  • Concept
  • Prototyping
  • Lead Game Design
  • Project Management

PROJECT MOTOR RACING

Platform: PC & Consoles

  • Project Management

FOG AND SILVER

  • Concepting
  • System Mechanics
  • Feature Mechanics
  • Balancing

TONIES

Platform: Toniebox 2 / Tonieplay

  • Various Concepts
  • Prototyping
  • Game Design Multiple-Licensed IPs

LIFE OF DELTA

Platform: PC & Consoles

  • Concept
  • System Design
  • Game Design

ROUGH JUSTICE: ’84

Platform: PC & Consoles

  • Concept/Prototyping
  • Narrative Design
  • Lead Game Design
  • Project Management

GAMMA STRAIN

Platform: Steam

  • Concept
  • Prototyping
  • Lead Game Design
  • Project Management

INCURSION RED RIVER

Platform: Steam

  • Narrative Design
  • Voice Direction

NUMBER BLOCKS

Platform: Toniebox 2 / Tonieplay

  • Concept
  • Prototyping
  • Lead Game Design

QUIZZLES – ANIMALS

Platform: Toniebox 2 / Tonieplay

  • Concept
  • Prototyping
  • Lead Game Design

GUESS WHO?

Platform: Toniebox 2 / Tonieplay

  • Concept
  • Prototyping
  • Lead Game Design

THE GAME OF LIFE

Platform: Toniebox 2 / Tonieplay

  • Concept
  • Prototyping
  • Lead Game Design

AWARDS & ACCOLADES

EPIC GAMES GDC INTERVIEW

SKILLS

Here’s a concise version of the services I offer as a game designer:

  • Game Design: Develop engaging concepts, mechanics, and progression systems.
  • Narrative Design: Craft compelling stories, lore, and character backstories.
  • Prototyping & Playtesting: Build prototypes, conduct testing, and refine gameplay.
  • Level & World Design: Create immersive levels, maps, and challenges.
  • Voice & Audio Integration: Collaborate on voice-over, dialogue systems, and sound design.
  • Interactive Kids’ Games: Design educational, engaging games with adaptive AI elements.
  • Localization & Accessibility: Ensure seamless localization and inclusive player experiences.
  • Project Management: Lead cross-functional teams and oversee design delivery.
  • Game Production Consulting: Advise on pipelines, resources, and creative problem-solving.

TOOLS

I’m familiar with and accustomed to using the following tools:

  • Game Design & Development:  Unreal Engine 4 & 5
  • Prototyping & Documentation: Figma, Miro, Google -Docs, Sheets, Sites, Adobe XD
  • Project Management: Trello, Jira, Asana, Codecks, Hacknplan
  • Version Control: Git, Perforce, Unity Version Control (Plastic SCM)
  • Game Writing & Narrative: Google Suite, Twine, Ink

VIDEOS

ROUGH JUSTICE: ’84 – INTERVIEW

ROUGH JUSTICE: ’84 – INTERVIEW

ROUGH JUSTICE: ’84 – DEVS PLAY

GAMMA STRAIN

COLD COMFORT- CORPSE NEST

COLD COMFORT- INFECTION

PNEUMATIC PANIC

ROUGH JUSTICE: ’84 – HOTWIRE

ROUGH JUSTICE: ’84 PROOF OF CONCEPT Adobe XD

ROUGH JUSTICE: ’84 – DESIGN EXPLORATION

COLD COMFORT – DESIGN EXPLORATION

DUNGEON MASTERING & GAME DEVELOPMENT

I recently started DMing (Dungeon Mastering) for the first time again in over 25 years. Being a voice actor, voice director, and game designer by trade has really paid off! All of these disciplines share a core connection in their dedication to storytelling, world-building, and emotional engagement. They all require creativity, adaptability, and empowering player agency. All three involve collaboration, balancing structure with spontaneity to captivate an audience and bring narratives to life. I’d like to think that my DMing experiences will serve to enrich my professional endeavors.

BUILDING WORLDS WITH CHARACTERS

Game developers create virtual worlds with rich lore, dynamic characters, and engaging narratives. Similarly, dungeon masters (DMs) breathe life into fantasy realms, using maps, NPCs, and improvised dialogue to immerse players in their campaigns. Voice actors complete the picture by embodying characters, giving them distinct personalities and emotional depth. All three roles require a deep understanding of the worlds they inhabit and the ability to convey authenticity, whether through code, narration, or performance.

ADAPTING TO THE UNEXPECTED

One of the defining traits of a skilled DM is adaptability. Players often stray from the planned path, forcing DMs to improvise while maintaining cohesion in the story. This mirrors the flexibility required in game development, where designers must balance player freedom with narrative structure. Voice actors and directors face similar challenges, adjusting performances to fit creative visions or unanticipated script changes. In all three fields, thinking on your feet is essential.

EMOTIONAL ENGAGEMENT

Whether it’s a heartfelt moment in a video game, a gripping monologue from an NPC, or the suspense of a dungeon encounter, emotional engagement is key. Game developers design moments to resonate with players, while voice actors bring those moments to life. A DM bridges both roles, using their voice, pacing, and description to evoke tension, humor, or awe at the table. The common goal? To captivate the audience and make them care deeply about the story.

COLLABORATION

Game development is inherently collaborative, requiring teamwork between designers, programmers, artists, and writers. Similarly, voice acting and directing involve partnerships between actors, directors, and sound engineers. A DM acts as a facilitator and storyteller, guiding players through their adventure while responding to their choices. All three roles demand a blend of leadership and collaboration to create a seamless experience.

SHARED SKILLSET

At their core, game development, voice acting, and dungeon mastering rely on creativity, adaptability, and a passion for storytelling. By understanding pacing, tone, and audience engagement, professionals in one field can draw inspiration and skills from the others. For instance, a game designer who’s also a DM may better understand player agency, while a voice actor with DM experience might excel at improvisation.

The lines between these disciplines are fluid, and their overlap enriches each field. Whether you’re directing a scene in a video game or narrating an epic battle in a tabletop session, the heart of the work is the same: creating a world where stories thrive and audiences lose themselves in the magic of imagination.

CONNECT

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THREADS

COMMERCIAL VOs

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© Copyright 2024- Jeremiah Costello. All rights reserved. All trademarks are properties of their respective owners.