Hello, I'm Isaiah Everin Cooper, currently a Senior Game Designer at Survios. I have a Professional Certificate in Game Development focusing on Level Design from SMU Guildhall. I am also a Columbia University graduate with a BA in Creative Writing.

Professional Strengths

My greatest development strength is the speed and efficiency with which I solve problems and implement content. I am able to rapidly develop all kinds of work, whether prototype gameplay or robust scripting solutions and tools. As a designer, I maintain a strong holistic vision when developing gameplay, mechanics, and levels. I think similarly to a producer when managing the scope of what I contribute to and when collaborating with or guiding other departments. A strong-minded and independent thinker, I enjoy cooperation in planning, but I often find great pleasure in getting my hands dirty with rapid iteration.

I'm particularly interested in the union between game design and storytelling, and so it is a personal goal of mine to contribute to strong narrative design into the games that I work on. As a writer, I possess a penchant for thematic structure, character writing, and world building, as well as technical writing as needed.

Personal Interests

From childhood, I've always been enraptured with the creation of imaginary worlds, which transitioned into developing a variety of fictional fantasy settings and stories throughout my adult life. I currently run a D&D 5e campaign for which I've created an original setting, including a wiki of world-building and design notes.

Socially, I tend to rant about how much I love something and then completely tear it to pieces for what didn't work, and I'm generaly compelled to share analysis that is both honest and thoroughly considered. For my own inspiration, I look to hundreds of games, movies, shows, bands, comics, and books, and I'm not satisfied if I do not constantly have something of a high creative caliber to enjoy and analyze in my downtime.

Favorite Games

Exploration of locations, systems, and concepts is at the heart of what I care for most in media. I enjoy this quality of gaming so much that I consider foreknowledge of encounters, levels, or mid-game mechanics to be "spoilers" that would disrupt the core of what I gain from playing a game. I deeply analyze how content is presented to the audience, and I find much of my pleasure in aesthetics within the sensation of surprise, of seeing something unique or a synthesis of ideas that I did not expect. When structuring content or stories, I seek to build ideas up into a sequence of compelling discoveries, combining the inherent joy in the moment with a feeling that the player or reader has found something new and exciting.

I have played hundreds of games, and my favorites tend to fall into certain categories. 

  • Games with a huge range of interdependent mechanics and challenges that allow for player creativity, like Dishonored, Deus Ex, or Horizon: Zero Dawn.

  • Action combat games with tough but fair mechanics where learning enemy patterns is core to the experience, such as Hollow KnightMonster Hunter, and Sekiro.

  • Narrative adventure games with incredibly well-executed stories and character writing, as seen in Until DawnFirewatchThe Beginner's Guide, and Star Wars: Knights of the Old Republic.

  • Unique, exploration-driven puzzle games with strong gameplay married to gorgeous art, such as AntichamberThe Witness, The Talos Principle, or Opus Magnum.

  • Deep multiplayer PVP games with a broad range of mechanics and varied forms of player combat interaction, like NosgothDotA 2League of Legends, and Overwatch.

  • Platformers that focus on fluid locomotion and deeply engaging level design, like Super Mario GalaxyOri and the Blind Forest, and Rayman Legends.

Email: isaiaheverin (at) gmail.com ◦ LinkedIn ◦ YouTube