ABOUT ME PORTFOLIO MUSIC JON CASTRO RESUME CONTACT
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NEOHAVEN: PSYCHOBAT

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Currently still in development. A first person arena shooter game. On this project I work as a dev lead and lead programmer. I've coded almost every system in the game with the exception of some enemy AI logic. I particularly spent a lot of time programming gameplay and player physics. I also have done a lot of work on the visuals as a technical artist. I created all of the shader effects, vfx, and hand animations currently in game.

FRESH FISH

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A game jam entry for Pizza Jam 2026, ranked 1st overall out of 72 entries. I mainly worked as a technical artist and musician on this project. I also reviewed and achitected code as well as assigned tasks for the main programmer.

CHAT IS THIS REAL

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A game jam entry for Scream Jam 2025, ranked 27th overall out of 940 entries. I worked as the dev lead in this project and coded the 3D sections of the game, and the character animations. I also did the all of the techical art and audio for this project. Additionally I designed the coding architecture for the 2D games, which a junior developer implemented.

BEATS THAT SUCK

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A small game jam game that combines elements of rhythm games and shoot-em-ups. This was a solo project where I created the music, gameplay, art, and everything in-between entirely by myself. There is a browser and windows version of the game. Be aware the audio may have issues syncing in the browser.

MINECRAFT

Currently I work on Minecraft extending the functionallity of their custom C++ engine. Most of this code is to support new features or to make improvements in scripting, UI, encryption, entitlement, and platform builds. I've also created tools made with Python, Javascript, and C++ to speed up the development process. Many sytems, such as entitlement, require extensive design, planning, and review. To work on some of these larger systems I have to collaberate with many different teams within Microsoft and Mojang.

IRONSILK GAMES

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Ironsilk Games is a small indie game studio I founded. We are currently working on our first official release, BTKT, which is a online multiplayer rhythm shooter game. Think Crypt of the Necrodancer + Quake. My role on this team is pretty much to do anything the game needs to look and feel professional. I code gameplay, write shaders, make 3D models, create audio and audio systems, and run playtesting sessions.

BTKT

Unreleased Alpha View on itch.io Gameplay Trailer

Password: IronsilkGamesBTKT2020

BTKT is a fast paced third person shooter where magic fantasy ravers shoot spells at eachother to the beat of hard dance music. We currently are working on getting to the next soft release version which will include a second playable character, The Archer, as well as custom track support, updated gameplay, new maps, and a ton of other featues that were requested by our players.

PSYCHO BAT

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For this game I wanted to create a fast pased movement shooter without any guns in it. I created a movement system similar to Titanfall, modeled, rigged, and animated a set of hands, coded enemy AI, and created custom fullscreen shaders for this game. All of this was done over the course of one week for a black and white game jam.

AXIS

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Multiplayer games create a variety of social interactions between players. Current rhetoric describing these interactions typically explains what the interaction is from a technical perspective as opposed to a game design perspective. Through exploring research from various game design scholars, I have developed a simple system that allows designers to quickly understand the social perspective of their design decisions. The final deliverable from this thesis is a paper describing the theory, practical applications, and user testing of this method, as well as a game designed to explain the concept further through experience and example.

TEMPORAL FANTASY

GM Guide Design Doc

A short role playing game that uses the mundane elements of a player's life as a game mechanic. The goal of this game is to allow players to normalize stressful or difficult activities in thier life by discussing them inside of a game world.

FCA RACING

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Password: DesignPortfolio72093

This was a solo project I worked on during my time at Fiat Chrysler Automobiles. I held multiple brainstorming meetings between various departments within FCA to determine the design. I created a custom physics system with 3D math to allow the vehicle to feel slightly realistic, while also keeping it simple and fun to play. I also user tested the game internally multiple times and used feedback to iterate. This game, along with FCA Simulation, was presented to the marketing department as a potential way to reach new customers.

FCA SIMULATION

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Password: DesignPortfolio72093

This project was originally proposed to me by two propulsion engineers who wanted to create a virtual test drive experience. I worked together with them to design a realistic physics simulation using the Unity wheel collider system. I then experimented with vehicles features like automated braking. I wrote code specs on how to implement more vehicle features as well. After presenting to the marketing department, this project was selected to be used as a tool for digital auto shows.

AURICLE

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Auricle was a Virtual Reality project I worked on with a small team called TBD. We really wanted to make a game for blind players that didn't limit the scope of play to something narrative focused or just a simple audio puzzle. For years, blind players have played games in many different genres just by using sound and haptic feedback. Blind players have even played competitive games at high levels. We decided to design an action game in Virtual Reality that a player could fully experience even without sight. I created a custom audio system that allowed materials to make different sounds when struck with different weapons. The player could use this audio system to navigate an abandoned castle and defeat enemies. I was the lead programmer on this project and handled the custom audio system, the VR physics, and the level design. Auricle was a finalist in GameFest 2020 for innovation.

SWAN SONG

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This project was another TBD creation. In this game you play as the last survivor on a small ship. As you continue your journey you hear music in the wind, the water, and the birds. To stay sane you can play music on a kalimba, or go full Cast Away and start speaking to inanimate objects on your ship. I was the lead designer on this project. I created an audio system that allowed the player to play an instrument on their keyboard. I also handled the setup and design of the scene. I implemented a day and night cycle and created various islands for the player to travel to.

BROKEN CONTACT

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The first game created by TBD, Broken Contact is a game that explores the loss of meaning when using text communication (somehow we thought of this before Covid). This game is a hybrid digital and physical game. One player has a map, and must use only text communication to navigate another player out of a 3D digital maze. The player in the maze must interpret this communication and try to figure out what the correct direction to go in is. I was a programming lead on this project. I implemented the first person movement and camera. I also set up the scene and created particle effects.

STEREO SHIFT

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Stereo Shift was made by a three person team. The idea for this game was to create a competitive team racing game with vehicle combat and rhythm game elements. Unlike other racing games, this game did not use any comeback mechanics for the losing team. So then how did we keep all the players in the same space? When a player falls far enough behind the player in first they are in danger of being reset. If the player in first hits a checkpoint while another player is in the danger zone, that player gets teleported to the checkpoint and a penalty is applied. This method keeps all the players in a small group without giving an advantage to the losing team. A team can win by getting a high score through combat, lap time, and performing special moves in time with the game's music. I was a technical designer on this project. I mostly focused on the level design, assisted with the physics system, and created the audio system. FCA Racing is somewhat of a spiritual successor. It has some major improvements on the physics system in this game.

12 YEARS IN AZEROTH

This game is a long running research project exploring the experience of a World of Warcraft player. The game is split into two parts, a 3D part and a Command Terminal part. Out of the three person team, I was in charge of the Command Terminal. I coded this terminal in Unity and gave it standard terminal functionality. It could scroll through directories, open files, and even control your character's inventory. Wait, a normal command terminal can't do that last part. In this game, the terminal is the UI. Things like dialogue, puzzles, player stats, even loading is handled through the terminal. This game, when completed, will be published on the Whitney Museum's permanent online collection.

OLDER PROJECTS

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There are a few more projects I have worked on in the past, feel free to check them out! I have a first person movement system, some FFT audio reactive objects, a badger themed puzzle game for iphone, two simple horror games, a rhythm SHMUP, a program that maps notes to a DDR pad and rates how good you are at composing, and a DDR game made in processing.