Hello. I'm Rob Canciello, and I'm an independent game designer and digital artist currently residing in Manhattan. My latest work is currently being featured on Playcrafting NYC's website:
Holiseum - A competitive local multiplayer game for 2-5 players.
Witchualistic - A cooperative local multiplayer party game for 2-4 players.
*** Awarded 3rd place in the NY 2016 Microsoft Global Game Jam ***
*** Nominated for "Best Student Game" in Playcrafting NYC's 16 Bit Awards ***
I have spent the last five years learning everything I can about design and production workflow. After attending the SIGGRAPH Conference in 2011 as a student volunteer, I dived headfirst into every opportunity that’s presented itself. I’ve taken up management on several game projects, attended various art and game design classes after college, and co-founded an indie game devevelopment studio known as Eos Interactive.
I thrive on walking the line between the artists and the programmers, the designers and the producers. I’m known among my peers for weaving between sides, easing the lines of communication and smoothing out the whole production. My greatest strength lies in interpersonal relations, and nothing satisfies me more than getting a diverse group of individuals to work together on a project. My experiences in the various teams I've collaborated with have taught me to keep an open mind to other opinions, and to always be willing to try something new. Seeing everything from a designer’s perspective with an empathetic understanding for human relations, I can see what needs to be done, and how to go about doing it without creating any friction within a team.
Even when I’m not in a leadership role, I love bouncing between people, seeing what needs to be fixed, updated or organized, and getting it done. I’m recognized for being energetic, understanding, motivational, and very well prepared. I’m usually the one organizing all of the files and drafting up the latest iterations of the design document. Though my programming skills aren't the best, my eye for design is sharp, but not narrow. I realize that there is still so much out there that I do not know, and I’m always ready and willing to learn whatever I can to improve myself as a designer.
What I’ve come to love most about this industry is its fluidity. It’s constantly evolving, constantly changing, and I’m always prepared to get up and move right along with it. Now is the time to strike, but I don't want to make just games, I want to create unique experiences that explore the boundaries of human emotion and interaction. I want to push the limits of human creativity to change the way my audience perceives their world. I hope to create something that impresses upon them a true sense of wonder, connection, and fulfillment; digging to the very core of what it means to be human, and accepting all the suffering, repetition, and exultation that goes along with it.