Hi, I’m Jeremiah Costello — a senior game designer with over two decades of experience designing interactive systems across digital, tabletop, and audio-first games. I currently serve as Senior Game Designer at Tonies, where I design interactive experiences for Toniebox 2, including shipped titles such as Disney Quiz Kingdom and Quizzles. My work focuses on creating accessible, replayable gameplay for family audiences while collaborating with major licensors, including Hasbro, to translate established IP into engaging interactive formats. My role spans concept development, gameplay loop design, prototyping, systems iteration, and structured playtesting. Previously, I led game design on projects such as Rough Justice: ’84, where I developed core systems including dice-based risk mechanics, case-solving gameplay loops, and strategic resource management. Throughout my career I’ve designed and balanced systems across genres ranging from strategy and puzzle-platformers to asymmetrical multiplayer games, often leading cross-disciplinary teams from prototype through release. Alongside my digital work, I actively design and prototype tabletop systems and run long-form RPG campaigns, which I use as live testing environments for mechanics, pacing, and player engagement. I specialize in system design, asymmetrical gameplay, and licensed IP development, and I enjoy building games that balance creative ambition with clear, player-focused mechanics.

Jeremiah Costello

Hi, I’m Jeremiah Costello — a senior game designer with over two decades of experience designing interactive systems across digital, tabletop, and audio-first games. I currently serve as Senior Game Designer at Tonies, where I design interactive experiences for Toniebox 2, including shipped titles such as Disney Quiz Kingdom and Quizzles. My work focuses on creating accessible, replayable gameplay for family audiences while collaborating with major licensors, including Hasbro, to translate established IP into engaging interactive formats. My role spans concept development, gameplay loop design, prototyping, systems iteration, and structured playtesting. Previously, I led game design on projects such as Rough Justice: ’84, where I developed core systems including dice-based risk mechanics, case-solving gameplay loops, and strategic resource management. Throughout my career I’ve designed and balanced systems across genres ranging from strategy and puzzle-platformers to asymmetrical multiplayer games, often leading cross-disciplinary teams from prototype through release. Alongside my digital work, I actively design and prototype tabletop systems and run long-form RPG campaigns, which I use as live testing environments for mechanics, pacing, and player engagement. I specialize in system design, asymmetrical gameplay, and licensed IP development, and I enjoy building games that balance creative ambition with clear, player-focused mechanics.

Available to hire

Hi, I’m Jeremiah Costello — a senior game designer with over two decades of experience designing interactive systems across digital, tabletop, and audio-first games.

I currently serve as Senior Game Designer at Tonies, where I design interactive experiences for Toniebox 2, including shipped titles such as Disney Quiz Kingdom and Quizzles. My work focuses on creating accessible, replayable gameplay for family audiences while collaborating with major licensors, including Hasbro, to translate established IP into engaging interactive formats. My role spans concept development, gameplay loop design, prototyping, systems iteration, and structured playtesting.

Previously, I led game design on projects such as Rough Justice: ’84, where I developed core systems including dice-based risk mechanics, case-solving gameplay loops, and strategic resource management. Throughout my career I’ve designed and balanced systems across genres ranging from strategy and puzzle-platformers to asymmetrical multiplayer games, often leading cross-disciplinary teams from prototype through release.

Alongside my digital work, I actively design and prototype tabletop systems and run long-form RPG campaigns, which I use as live testing environments for mechanics, pacing, and player engagement.

I specialize in system design, asymmetrical gameplay, and licensed IP development, and I enjoy building games that balance creative ambition with clear, player-focused mechanics.

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Experience Level

Language

English
Fluent

Work Experience

CEO & Lead Designer at Gamma Minus UG
March 1, 2018 - February 29, 2024
Led a team of 25 to create a 5v5 FPS prototype of Cold Comfort over 16 months; led a team of 22 to create and release Rough Justice: ‘84 on PC & consoles over 2.5 years; Lead Game Designer on multiple IPs including collaborations with Disney & Hasbro.
Co-Founder & Creative Director at Win Win Collective
August 1, 2023 - August 31, 2024
Collaborated with 4 award-winning indie game studios to offer work-for-hire and co-development services.
Game Designer at Freelance
January 1, 2020 - Present
Offering services for game design, business development, pitch deck creation & review.
Voice Talent & Voice Director at Freelance
January 1, 1996 - Present
Provided voice acting and voice directing for numerous games, commercials, live events and audio books (100+ credits).
Owner, Senior Editor at XP4T
May 1, 2011 - January 31, 2016
Gaming website featuring reviews and interviews; interviewed AAA developers.
Founder at Native Prime S.A.S
January 1, 2011 - July 31, 2013
Focus on business development; worked as a casting director and voice director.

Education

Acting at Nazareth College
September 1, 1993 - June 30, 1994
Theatre Studies at State University of New York at Binghamton
August 1, 1994 - June 30, 1996
Film Studies (Interdisciplinary) at University of Fine Arts Hamburg
August 1, 2005 - June 30, 2007

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment, Software & Internet

Experience Level

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