Relevant Skills
Game systems design/game balance
Level design (junior/moderate)
UI/UX design
Visual Studio
Git Sourcetree
Perforce
TFS
Jira/Confluence/Trello/Notion
SharePoint 2016/2019/Office 365
Unreal Engine 4/5 (my preferred engine, when possible)
Adobe Photoshop
Adobe Flash
HTML 5, CSS 3, XML, XSLT
Adobe InDesign
Adobe Illustrator
SC2 Galaxy Editor
COH2 World Builder
Unity3D
Publications
Brandon Casteel was a staff writer for RTSGuru.com while that site was active, and is the proprietor of waywardstrategy.com. His writing has appeared in MMORPG.com, GameSpace.com and explorminate.net, as well as PC Gamer
Career Highlights
Slipgate Ironworks
Design Lead 12/2020 – current
I have contributed to 4 game pitches with Slipgate, including being the primary author on 2 of them.
I am currently the lead game designer on Tempest Rising Slipgate Ironworks Real Time Strategy game and am a game systems designer/advisor on Warpaws
I am responsible for the unit design, faction/army design, game pace, tech trees, ability design, research/upgrade system, and balance.
I have design input and direction on single player mission story and design, and sign off on each level from concept to final
I designed all of the progression systems for the game including the Doctrines, Requisition, Command Compound,
I coordinate with the Narrative team, Development team, UI/UX team, level design team, to find the best possible solutions for the game
For the other project, I designed all unit and structure stats. I collaborated with the rest of the team to determine the unit rosters. I also designed large portions of the core game systems, such as build power and territory capture
Fealty
Design Director 12/2019 – 6/2020
I was the Design Director for in-progress independent mobile/PC RTS Fealty
I defined and refine the game’s core systems and how they impacted everything from the art to the UI
I was involved in playtesting the game and providing direction for seeking user feedback as well
Wayward Strategist
Writer, Proprietor, Game Design Consultant
2013-Current
Started a blog to discuss my favorite game genre – real time strategy games. I write game reviews and RTS theory
Developers have approached me to talk about the overarching design of their RTS + tower defense games
Game concept design consulting on unannounced Animus Interactive RTS
Practical game flow/usability consulting on unannounced independent tower defense game
Dream Harvest Games
Game Designer
2017 and 2019
Game designer with Dream Harvest Games on their upcoming Arena RTS Failure: NeroSlicers
Created and help maintain a balance and interactions sheet for unts and abilities
Propose and implement new features, mechanics, systems, units, and abilities
Assisted the art team with UIX wireframes and drafting
Have helped clarify the game's core design philosophy and re-form some of its core systems
Designed/Prototyped units and structures and upgrades
Map/Scene design in Unity3d
Supported a variety of government clients, creating workflows and custom-scripted applications to meet mission critical needs for the automation of business processes
Created interactive, functional dashboards that combined data from multiple custom SharePoint lists in a seamless interface using Data View Web Parts and Javascript
Troubleshooting and management of server and Central Administration
User and administrator training
SharePoint and website branding using Boostrap 3, custom HTML and Javascript
Building SharePoint applications
Website and custom application design logic, wireframing, comprehensive drafts, scripting