Jonathan Ascaño


Game Designer
Game Developer

Hi!I’m Jonathan, a game designer and developer based in the Philippines.I specialize in systems, feature, technical, and narrative design, bridging the creative and technical sides of game development to build engaging and cohesive player experiences.I hold a BS in Interactive Entertainment and Multimedia Computing, majoring in Game Development, from De La Salle–College of Saint Benilde. My experience spans commercial and independent game development, including my work as a designer on Foxy’s Football Islands and as Creative Director and Lead Programmer of PRODIGY.Check out some of the projects I’ve worked on!

PRODIGY is an upcoming retro sci-fi detective adventure game centered on deadly trials, social strategy, and branching choices, developed by Ephemera Interactive.

ABOUT THE GAME

In the year 2050, the annual Prodigy Program selects five candidates from across the city to compete for the title of Prodigy One - and the promise of eternal life and ultimate knowledge. But in a world of alliances and betrayals, only the sharpest minds will survive the deadly Trials.Choose your Prodigy
Pick from one of the five candidates and experience the trials of the Prodigy Program through different perspectives. Each prodigy comes from a unique background with their own motivations and abilities.
Undergo the Trials
Escape rooms, lockpicking, hacking, puzzle boxes, and logical deduction. Master them to earn influence points and rise in the rankings.
Perform for the Masses
Take part in televised interviews and public evaluations. Choose the right dialogue options to sway the audience in your favor and gain valuable influence.
Forge Bonds
Build alliances or rivalries with other prodigies. Your relationships influence access to information, cooperation during Trials, and the story paths available to you.
Survive the Eliminations
Each chapter ends with an elimination. Those with the lowest score are removed from the Program... permanently. Your decisions determine who survives.
Unravel a Mystery
Discover the true purpose of the Prodigy Program across multiple chapters: hidden plots, corporate secrets, conspiracies, and moral dilemmas await.

PROJECTS ROLES

LEAD DEVELOPER

CREATIVE DIRECTOR

2D ARTIST

Creative Direction, Game Design, & 2D ArtAs Creative Director, I define the overall vision, tone, and player experience of PRODIGY, guiding its retrofuturistic neo-noir identity, narrative structure, gameplay systems, and presentation.I designed the game’s core loop around investigation, puzzle-solving, social strategy, influence, and elimination, including systems for character abilities, relationships, branching choices, and multi-perspective progression.I also contribute directly to the game’s visual identity as a 2D artist, creating pixel art assets and painted character portraits while overseeing how narrative, gameplay, art, UI, and audio come together into a cohesive experience.Lead Programming & Technical DevelopmentAs Lead Programmer, I develop and maintain the game’s core systems in Unity 6, translating design concepts into functional gameplay and reusable systems.My work includes player interaction, dialogue and narrative systems, puzzle mechanics, UI functionality, scene logic, data handling, and gameplay prototyping.I also handle technical integration across disciplines, implementing assets and features from art, UI, writing, and audio while troubleshooting issues and maintaining the project’s overall technical structure.Team Leadership & Cross-Disciplinary DevelopmentI lead a multidisciplinary indie team across design, programming, writing, UI/UX, 3D art, illustration, and audio, providing creative and technical direction throughout development.I translate the game’s vision into feature specifications, references, wireframes, implementation requirements, and production priorities, helping each discipline understand how their work fits into the overall experience.I also review and integrate team contributions, iterate on features through playtesting and feedback, and make final creative decisions to keep the project cohesive as it develops.

AWARDS & RECOGNITIONS

PGDX 2026
Indie Game Stars

Foxy's Football Islands (2025) is a casual fantasy football builder and strategy game developed by Frank’s Football Studios.

ABOUT THE GAME

In Foxy's Football Islands, fantasy meets football in an exhilarating build and attack adventure. Build, strategize, and conquer islands.Build Your Dream Island
Explore more than 400 unique islands to build and conquer.
Engage in Thrilling Battles
Test your might in football challenges, employing strategic attacks against opponents to secure victory and loot.
Climb the Global League
Compete against players worldwide, rise through divisions, and earn exclusive seasonal rewards.
3D Upgrade
The world of Foxy’s Football Islands has fully transitioned from 2D to 3D – enjoy smoother gameplay and new visuals.
Customize Your Foxy
Style Foxy your way with new outfits and accessories.

PROJECTS ROLES

GAME DESIGNER

Systems & Feature Design
As the game’s lead designer, I design and refine core gameplay systems, progression, and live features across Foxy’s Football Islands, translating product goals into detailed mechanics, balancing, UX flows, and implementation-ready specifications.
My work includes the design and ongoing development of major systems such as the Global League, including its match structure, seasonal progression, division system, scoring, rewards, and competitive flow.I also oversee progression and economy balancing across the game, including coin and energy rewards, feature pacing, mini-games, and island progression across more than 400 islands.

Technical Design & IntegrationI work closely with the Lead Developer to bridge design and implementation in Unity 6, supporting feature integration through prefab setup, UI implementation, asset management, and in-engine prototyping.Using version control, I regularly sync with development builds to review implementation, validate design requirements, and ensure gameplay elements, prefabs, and UI behave as intended. I also use light scripting and temporary implementations to prototype interactions, visualize systems, and support testing before final development.To support implementation, I produce detailed feature specifications, wireframes, flow diagrams, and technical documentation that translate design intent into clear, actionable requirements for the development team.

UI/UX Design CollaborationI collaborate with the art and development teams to translate gameplay systems and feature requirements into clear, intuitive player experiences across Foxy’s Football Islands.Using Figma, I create wireframes, user flows, and layout explorations for major interfaces including the Main Gameplay HUD, Map, Shop, competitive systems, mini-games, and feature-specific menus such as Global League. My work focuses on information hierarchy, usability, feature visibility, and maintaining consistency across an expanding UI ecosystem.I iterate on designs through cross-functional feedback, refining layouts and interaction flows to ensure new features integrate naturally with the existing player experience.

Missing Alice (2024) is a narrative-driven detective adventure game developed by Senshi Labs - Dramatic Interactive Entertainment.

ABOUT THE GAME

High school student and outcast Alice Luna vanished without a trace.As student council president and Alice's childhood friend, you must find her before the police close the case for good.Four Chapters
Unravel the mystery of Alice's disappearance across four story-driven chapters.
Search for Evidence
Use Detective Mode to find hidden clues in the hallways and classrooms of Hidalgo Academy.
Interrogate
Confront classmates and teachers using the right evidence to gather information.
Scroll through Burble
Explore the school's social media feed and find relevant posts connected to the case.

PROJECTS ROLES

LEAD DESIGNER

LEAD WRITER

PROGRAMMER

As the Lead Designer, I was in charge of the game's creative direction.I conceptualized the mechanics and how the story of Missing Alice weaves into the gameplay, ensuring the best narrative experience.My responsibilities included designing levels, detective puzzles, and UI, as well as implementing lighting and cutscenes, and managing the dialogue system's flow.I also co-wrote the game documentation as one of the core team members.

As the Lead Writer, I wrote the four-chapter story of Missing Alice.It was originally written in novel form, so the story followed a linear structure. However, as the designer, I ensured that while players had agency, the investigation unfolds naturally as it does in the story.I also wrote in-game dialogue and additional content.You can check out the full story here:
Missing Alice by Jonathan Ascaño

As a Programmer, I implemented mechanics, gameplay systems, and UI, as well as integrated various assets, including sprites, animations, SFX, and particle effects. I also handled bug fixes and managed game builds.In addition to my broader programming work, I developed key systems such as the hint system and the save system.

AWARDS & RECOGNITIONS

Young Creatives Challenge 2025
Top 21 in Game Development

GameOn Awards 2024
Nominated for Best Narrative
Nominated for Best Original Sound Design

PGDX 2024
Indie Game Stars

Incendium 2T AY22-23
Best Capstone (Mixed Category)

We Were Here First (2023) is a 3D stealth adventure game about indigenous peoples developed by Exotic Pencil Entertainment.

ABOUT THE GAME

An uncharted island in the Philippines, home to an indigenous tribe, is being invaded by a corporation.Unable to drive them out or break through the island’s magic, the corporation discovers the source of its power: the two deities protecting the land. By destroying their shrines and stealing sacred relics, the tribe is weakened, allowing the corporation to set up a base in the island’s forests and mountains.You play as a young tribal girl on a quest to retrieve the stolen relics and investigate the corporation's true intentions before they completely take over your home.

PROJECTS ROLES

PROJECT LEAD

LEAD DESIGNER

PROGRAMMER

WRITER

As the Project Lead, I managed the game's production, created and maintained our production timeline, and delegated tasks across the team.As the Lead Designer, I conceptualized the core mechanics, designed levels, puzzles, and UI. I also wrote the game documentation.As a Programmer, I implemented mechanics, fixed bugs, and managed game builds.And as a Writer, I wrote We Were Here First's story, in-game dialogue, and additional content.

AWARDS & RECOGNITIONS

PGDX 2024
Indie Game Stars

Young Creatives Challenge 2024
Top 22 in Game Development

Incendium 3T AY22-23
First Runner-Up for Best Capstone

A New Home (2022) is a 2D puzzle adventure game about pet abandonment developed by Kennel Krew.

ABOUT THE GAME

Journey through the desolate streets and treacherous alleys of Manila as you guide Luna, a stray aspin on a search for her owner. Interact and take on various challenges, quests, and puzzles as you make your way through the city in this 2D side-scrolling adventure game.

PROJECTS ROLES

LEAD DESIGNER

LEAD PROGRAMMER

LEAD WRITER

As the Lead Designer, I conceptualized the mechanics, designed levels, platformer puzzles, and mini-games. I also co-wrote the game documentation.As the Lead Programmer, I developed the core mechanics, gameplay systems, and UI, integrated various assets, including sprites, animations, cutscenes, and sound effects, fixed bugs, and managed game builds.Lastly, as the Lead Writer, I wrote the game's story, in-game dialogue, and additional content.

AWARDS & RECOGNITIONS

Incendium 1T AY22-23
Best Capstone

HELLO!My name is Jonathan. I'm 27. I studied in De La Salle - College of Saint Benilde under the Interactive Entertainment and Multimedia Computing (IEMC) course. Besides programming, I spent most of my time in college studying game design, level design, and narrative design.Besides game development, I also like to paint. I originally took up architecture where I learned to do watercolor painting, and despite the change in my career path, I still enjoy making art from time to time.I love the rain, vanilla-scented candles, daisies, Rilke, and anything coffee-flavored.If you wanna get to know me better, here are other stuff that you might be interested to know about me:MBTI: INTJ
Enneagram Type: 8w9
Music Genre: Indie
Favorite Book: All the Light We Cannot See
Favorite Film: Atomic Blonde
Favorite Show: Game of Thrones
Favorite Game: Life Is Strange

For work-related inquiries, you can contact me here:Email: [email protected]
LinkedIn: Jonathan Ascaño
For my socials, you can connect with me here:Instagram: kjonathan_a
Spotify: jonathan