Founded in the Summer of 2003 by several members of Blizzard North, Castaway has grown to approximately 20 team members dedicated to developing top-selling RPGs. During its first year, Castaway worked with Electronic Arts Partners, which provided valuable resources for the completion of our preproduction, streamlining our production pipeline, and creating several, playable levels in which to test our technology and design concepts. In addition, after our partnership dissolved, the technology, IP, and all milestone payments stayed with Castaway. This allows us to proceed to the next partnership without any liabilities.

Castaway Entertainment’s expertise includes almost 75 man years of experience in the Diablo franchise alone, as well as dozens of years in other video game successes.


Michael designed and built the Diablo II Battle.net game server network, supporting hundreds of thousands of users around the world. In addition to architecting the structure of the code, advancing random level generation, writing a custom windowing system, and creating all the character creation and chat screens, he was also behind many of the popular skills in Diablo II , such as corpse explosion, necromancer curses, and firewall. Michael worked at Blizzard for five years. 


Stefan joined Blizzard Entertainment in 1998 as a level designer. While at Blizzard, he developed key functional elements for Diablo II’s random maze generation and also created much of the dungeon layouts using both his artistic and programming skills. He continued his level designing in Diablo II’s expansion: Lord of Destruction . In 2000, Stefan started producing 3D monsters for the character team for an unannounced upcoming sequel. Stefan worked for Blizzard for five years.


Richard is an industry veteran with more than 11 years of experience on over 6 shipped titles with Blizzard Entertainment. Since starting in 1994 with Condor, Inc. (which later became Blizzard North), he has held positions of Programmer, Senior Programmer, Lead Programmer, Director of Technology, and Studio Lead. Richard has worked on titles for the Game Boy, Game Gear, Genesis, and the PC, but his real affection lies with the Diablo universe. He was a primary contributor in creating the Diablo universe and its subsequent games - Diablo, Diablo II, and Diablo II: Lord of Destruction – which have sold in the 10’s of millions of units. Before leaving Blizzard, Richard held the position of Studio Lead on an unannounced project.


Having graduated from U.C. Berkeley with a Bachelor of Fine Arts, Rick has contributed artwork for thirteen titles in the past thirteen years. Among his credits are Unreal: Tournament Edition, The Sims, several Sim City titles, and Sonic 2 . He has created and animated 3D models, texture maps, user interface art, storyboards, and served as both art director and game designer on various titles. His abilities to both concept game worlds and develop visually strong characters will help generate a strong foundation for the project.


Starting his game programming career a little early, Theodore convinced his department chair to allow his team to work on a game for their senior team project while in college. Graduating from the University of San Francisco in 1998, with degrees in Computer Science and Mathematics, he joined Blizzard Entertainment where he spent over 7 years working on Diablo II, Diablo II: Lord of Destruction , and other unannounced projects. 


After spending too many hours in college working on shareware game projects, Tom started his professional game programming career in 1995, where he worked in New Jersey for CWI's Rubies of Eventide MMORPG project. In 1997 he switched over to working with visual user interface systems at Lucent Technologies (previously Bell Labs), before joining Blizzard Entertainment in 2001. At Blizzard, Tom worked on a variety of game-related systems, beginning with new networking technologies, and continuing with character skills, user interface, and statistics balancing systems. He remained at Blizazrd for four years, joining Castaway Entertainment in 2005.


Alan joined the video game industry in 1990 when he was hired at SEGA. While at SEGA he worked on projects for the SEGA Genesis, Saturn, and Titan Arcade platforms; and on such titles as: Kid Chameleon, Sonic Xtreme, The Ooze, and Die Hard Arcade. His art skills evolved from 2D art and animation to include real time 3D art and animation. In 1997 Alan worked at Sony Computer Entertainment America on the real time 3D Playstation game Warhawk 2. In 1998 Alan joined Blizzard North to work on Diablo II, Diablo II: Lord of Destruction; doing background art; designing and creating character specific inventory items. Alan worked at Blizzard for more than four years.


Bill has a BA in Design from Stanford University. After designing many paper RPG supplements during the ‘80s, he began working in electronic gaming with Hound of Shadow, an RPG based on the Call of Cthulhu license (PC, 1989, EA Europe). At Sega he worked on Kid Chameleon (Genesis, 1991, Sega). He co-designed Silencer , an online Action / RPG that was one of the first online games with full real-time combat (PC, 1997, WON.NET). Bill has shipped 3D titles on PS, PS2, N64, GCN and Xbox. In 2004 he was lead designer on NBC’s Fear Factor Unleashed game (original Xbox / PS2 version).