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Game Design Portfolio: http://www.caseyholtz.comI have been making games since I was a child. I have made card games, board games, RPGs, toys and eventually started getting into computer games in middle school. My friends and I would often sell the games to kids in the neighborhood, and even brand them, by making sequels and expansions.Games are my favorite medium since they are the culmination of so many art forms that I love. I am interested in exploring the power that interactivity allows in creating engaging emotional experiences.I want to work with fun people and companies that love what they do, appreciate and expect good design, and have the means and opportunity to make the best games possible.Specialties: Level Design and Systems DesignPipeline CreationTeam ManagementPitch and Demo CreationDesign DocumentationTeam Building3D Software:Maya, 3Ds Max, SketchupGame Engines:UE4 and Blue Print, Unity, Radiant, GamebryoOther Software:Photoshop, MS Visio, Premiere, After Effects
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Senior Level DesignerBluepoint Games Aug 2023 - PresentUnannounced game -
Game Designer IvSanzaru / Pro-Unlimited @Meta Mar 2021 - Aug 2023Asgard's Wrath II (Oculus Quest 3)- Senior Level Designer
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Senior Game DesignerEmber Lab Aug 2018 - Feb 2021Orange, Ca, UsKena: Bridge of Spirits (PS5/PS4, PC)- Level Design, block out/planning, puzzles, combat encounters, scripting, interactive object scripting- Systems Design, player and enemy tuning -
Senior DesignerIllfonic May 2017 - Jan 2018Golden, Colorado, UsFriday the 13th: The Game- Level Design - Paper map design on "Pinehurst" mulitplayer map, assisted on design for 3 small versions of the MP maps- Single Player Game Mode * Mission design and system design documentation * Wrote the VO script and helped direct the recording sessions * Level scripting and Animation and Audio implementation * Designed the initial state machines graphs for the AI bot logic * Level design and layout * Helped teach Blueprint to a fellow designer -
Founder And Creative DirectorMechanical Butterfly Studios Sep 2010 - May 2017Us-- Company on indefinite hiatus --Level Design/Systems Design (Contract)IllfonicFriday the 13th: The Game (PC/Steam, PS4, Xbox One)Level Design for multiplayer maps and Single Player - for more details, please see the "Illfonic" company info belowLab Zero GamesIndivisible (PC/Steam, PS4, Xbox One) Release TBD- Hired to lead the level design through the pre-production milestone- Level layout for 3 levels, additional "vignette" setups focused on each of the character's abilities- Level design documentation, naming conventions, player metrics- Provided level design feedback and tool and editor featuresSanzaru GamesTron/Run/r (PC/Steam, PS4, Xbox One)- "Challenge Levels" layout and polish for Disc and Cycle modes- "Stream Mode" - designed randomized level chunks for endless modeSonic Boom: Fire & Ice (Nintendo 3Ds)- Adventure level layout- Race level layout- Character/Boss tuning/scripting ----------------------------------------------------------------Original GamesJump Tanks - (PC/Mac) - Steam Early Access-- Awarded "Best Multiplayer Game" Casual Connect (SF) IndiePrize 2014-- Taco Bell Indie Game Garage 2016Project ManagementGame Design, Systems and Level DesignArt Direction and Outsourcing Managementwww.PlayJumpTanks.comDroopy Blocks (iPad) - Featured by Apple on releaseProject Management Game Design, Systems and Level DesignArt and Animation----------------------------------------------------------------Writing project proposalsBusiness management and daily operationsTeam building and managementGame design documentation and implementationGame evaluation and feedback consultation -
Instructor Of Game DesignAcademy Of Art University Sep 2010 - Dec 2016San Francisco, Ca, UsTaught Undergrad and Graduate level game design courses and online and on siteClasses: Intro to Game Design, Level Design, Rapid Prototyping, Portfolio Development, Intro to 3D Modeling for GamesEngines used in classes: Unity and UDKPrepared lesson plans, handout materials and assignments, grading etc...Reviewed MFA student's portfolios for approval to graduate* I taught 1-2 classes per semester off and on between 2010 and 2016 -
Co-Lead Designer/Senior Game DesignerPlanet Moon Studios Sep 2008 - Aug 2010San Francisco, Ca, UsSenior DesignerDisney's Tangled (Wii)Level Design on two levels in the final game:"Castle Village" and "Village Waterfront"Preproduction design on two levels:"Gypsy Camp" and "Celebration Race"DocumentationPaper mapsBlock meshCut-scene authoringCamera authoring Scripting (LUA)------------------------------------------------------------------------------------Co-Lead Designer/Lead Level DesignerDrawn to Life: The Next Chapter (Wii)Helped write and maintain the game design document.Worked with other leads to create and tune core player mechanics. Lead level designer for 24 levels while also creating levels. Helped manage 3 other wonderful and talented level designers.Created design specifications for the level creation pipe-line and game objects and tools.Worked with the production team to create the design development schedule.Worked with my co-lead designer on enemy design. -
Game DesignerEidos: Crystal Dynamics Oct 2006 - Sep 2008Montreal, Quebec, CaGame DesignerTomb Raider: UnderworldCombat systems design/enemy tuning and balanceCombat scripting and encounter setupCamera scripting and setup------------------------------------------------------------------------------------Game DesignerUnannounced Title (Xbox 360, PS3)Designed and implemented a large portion of the "Greenlight demo" that was approved. Set up the level streaming for the entire open game world with another designer.Designed 2 large environments for non-linear gameplayLevel design, including modular level component designMission designEvent scriptingCamera authoringHelped new designers learn the tools -
Game DesignerActivision: Shaba And Z-Axis Jan 2005 - Sep 2006Tony Hawk:Project 8 (PS2, Xbox)Level designer on one level and a bonus levelScripted missionsModeled terrainAuthored camerasDesigned goalsHelped other designers author cameras for their levels
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Game DesignerActivision: Z-Axis Jan 2005 - Apr 2006Santa Monica, California, UsDesigner/Level DesignX-men 3 for PS2, Xbox and Xbox 360Added gameplay to a level that was already art complete. Re-designed and built a level out of modular level components.Wrote design documents for levelsDesigned and implemented a boss battleDesigned the upgrade screen UIHelped design and tune the player mechanics for Iceman--------------------------------------------------------------------------------------------------Designer/Level DesignIronman (Unreleased PS2,Xbox) Level design and block mesh creationSystems design, designed a system for players to "invent" new weapons.Investigated and documented how to create a design pipeline for destructible environments.Note: Activision decided to drop the license due to the movie being delayed. I did not work on the Sega version of the game.
Casey Holtz Skills
Casey Holtz Education Details
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Academy Of Art University3D Modeling For Games
Frequently Asked Questions about Casey Holtz
What company does Casey Holtz work for?
Casey Holtz works for Bluepoint Games
What is Casey Holtz's role at the current company?
Casey Holtz's current role is Senior Level Designer at Bluepoint Games.
What is Casey Holtz's email address?
Casey Holtz's email address is ch****@****mes.com
What is Casey Holtz's direct phone number?
Casey Holtz's direct phone number is +141531*****
What schools did Casey Holtz attend?
Casey Holtz attended Academy Of Art University.
What are some of Casey Holtz's interests?
Casey Holtz has interest in Live Music, Snowboarding, Photography, Skate Boarding, Drawing, Video Game Development, Travel.
What skills is Casey Holtz known for?
Casey Holtz has skills like Game Development, Game Design, Video Games, Level Design, Gameplay, Ps3, Maya, Unity3d, Xbox 360, Photoshop, Mobile Games, Casual Games.
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