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About me

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I'm a game designer with three years of professional experience and three shipped titles across console, PC, and mobile, including Pine Hearts, winner of a 2026 Apple Design Award for Inclusivity.

My work spans the full design pipeline. I take a feature from a one-sentence idea, define its purpose and player value, build the rules and systems around it, write documentation every department can act on, and drive it through production until it feels intentional. I've designed and maintained dialogue systems, player movement abilities, puzzle rules, world activities, and full quest flows for large areas.

I am equally hands-on in level design, focusing on blockouts, layout iteration, pacing, and interactable placement. I implement directly in engine, from shipping content in proprietary visual scripting tools to building an entire tactics prototype in GDScript. I am currently adding a part-time Computer Science degree to keep deepening that side of my craft.

I studied at Abertay University (BA Hons in Game Design and Production, then a Professional Masters in Games Development), where my Honours work on accessible design won the Hyper Luminal Award

How I work

Hands-on. I prototype and build my own designs with visual scripting or code, so ideas get tested, not just documented. Collaborative. The best features I've shipped came from aligning Art, Code, and UX early and often. Inclusive. Accessibility isn't a checklist at the end; it's a design constraint from day one.

  • LinkedIn
  • Github
  • Itch.io

©2026 by Filippo Casola.

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