Toronto, Canada · Available now

I build weird ideas into working experiences.

Creative Technologist + Interactive Producer

I work where storytelling, entertainment and emerging technology collide. I prototype interactive worlds, browser games, AI-assisted creative systems, digital stories and unconventional audience experiences.

prototype · fragments
rendering live
one body · ten dreadlocks · each on its own root
mango-mountain / rider10 locks · real pivots
Film & Television
DegrassiOdd SquadWorkin' MomsMayor of KingstownNicky Deuce
Interactive
Browser GamesInteractive StorytellingDigital Worlds
Creative AI
Generative WorkflowsPrototypingAutomationProduction Systems
Production
FilmMusicPhotographyEditingPerformance

Selected screen work. Full credits and roles on request.

Positioning

Creative ideas shouldn’t die in the sentence: “That would be cool.”

Cassius works across creative direction, interactive design, production and emerging technology to turn ambitious concepts into tangible prototypes people can see, play and understand.

His background spans entertainment, filmmaking, music and performance, which gives him an unusually strong grasp of audience attention, storytelling and emotional timing. Emerging technology expanded that toolkit: interactive entertainment, generative-AI workflows, rapid prototyping, games, creative automation and experimental digital experiences.

The technology is what makes the idea possible.

01

The work

CASE 01

SPACEDREAD.TV

shipped · live

Building an entertainment universe people can enter.

Build one persistent interactive universe that holds the songs, the videos and the stories together, and let the audience walk around inside it.

Product thinkingWorld-buildingUXRapid prototyping
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The problem

Creative output normally scatters: a song on streaming, a video on one platform, a comic somewhere else. Nothing accumulates, and an audience never gets a place to be. The problem was giving the content a world to live in, and giving a visitor something to DO in it.

What I built
  • A browser-based hub you enter and move through, built from rooms, characters and world art
  • Original IP: characters, world rules and a written series bible the whole system answers to
  • A nine-game browser arcade feeding one shared leaderboard and progression system
  • Playable interactive episodes, music, video and digital publishing under one roof
  • A collectible currency (Mangos) with unlockables and progression across every surface
  • Multiplayer presence, room chat and community experiments running on the live site
My role
FounderCreative DirectorExperience DesignerCreative Technologist
Technology + methods
Next.js App RouterTypeScriptPhaser (browser games)Supabase (realtime + data)Web AudioAI-assisted development
From the project
Illustrated snow-covered arcade cabinet branded MANGO MOUNTAIN.
Cabinet art for one of the nine games living inside the universe. An illustration from the project. The games themselves are one click away.
Running now
The Spacedread Gallery: a pixel-art world with a roster of selectable characters, a mango counter and a season objective bar.
Screen capture of the live world: character select, the mango currency counter and the season objective, all on one surface.
The Spacedread Arcade hub, listing games alongside a daily challenge and a leaderboard panel.
Screen capture of the arcade hub: nine games, one shared leaderboard, a daily challenge that rotates between them.
What I learned

A universe only feels alive when every part of it can reach every other part. The valuable work was the shared systems underneath the pieces: one progression economy, one identity, one world.

CASE 02

MANGO MOUNTAIN

shipped · playable

Designing dopamine without designing complexity.

A downhill arcade run that a stranger can understand in three seconds and play with one thumb, while still having enough depth to chase a score.

Game feelSystems tuningReward designMobile UX
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The problem

Most browser games ask for too much before they give anything: instructions, a tutorial, two hands, a keyboard. The design problem was compressing carving, jumping, tricks, collection and risk into controls simple enough for a phone, without flattening the game into something boring.

What I built
  • Continuous downhill movement with carve, air, ramps, spins and landing grades
  • Mango collection, obstacle threading, near-miss reads and a combo multiplier
  • A charge meter (Mango Frequency) that rewards risk
  • Character animation driven by a hand-built sprite rig
  • Several rounds of mobile control iteration: touch steer, tap-to-jump, forgiveness windows
  • A reward economy wired into the site-wide currency and leaderboard
My role
ConceptGame DirectionUXCharacter DirectionIteration
Technology + methods
Phaser + TypeScriptPure-TypeScript gameplay modules (testable, engine-free)Seeded procedural generation with a passability proofSprite riggingMobile-first input design
From the project
Illustration of the Spacedread character riding a snowboard downhill.
The rider as drawn for the shipped game. The panel at the top of this page poses the same character live from the game's own rig data: one body sprite plus ten dreadlocks, each swinging on the root it hangs from.
What I learned

Simple controls require more design.

CASE 03

INTERACTIVE EPISODE FOUNDRY

shipped · live

What if making an interactive show became almost as easy as shooting one?

Treat an interactive episode as a document. If the episode is data, one player can render every episode, and the cost of the second episode collapses.

Systems designNarrative structureAI workflow designProduction pipeline design
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The problem

Interactive storytelling usually needs bespoke art, code and layout for every scene, so a series dies after the pilot. The production friction is what kills interactive shows.

What I built
  • A data-driven episode format (scenes, beats, choices, variables, requirements) validated before it can play
  • One player route that renders any episode, with new episodes shipping as data
  • A generation pipeline with staged, human-approved drafts: nothing auto-publishes
  • Real photography combined with AI-generated reveal imagery inside the same scene
  • Dialogue, music, ambience and SFX driven by one shared audio engine
  • Mini-games, environmental effects and collectible progression usable from inside a story beat
  • Automated episode QA that catches broken graphs, dead choices and missing assets
  • Several published episodes running on the live site through the same system
My role
System ConceptNarrative DesignAI Workflow DesignInteractive ProductionRapid Prototyping
Technology + methods
TypeScript scene-graph runtimeSchema + graph validationLLM-assisted drafting (staged, reviewed)Photography + generated imagery composited per sceneWeb Audio engine shared with the rest of the siteHuman approval gates (draft → approved → published)
Running now
The title card of Episode 001, 'Why Do I Exist?': a small figure lit by a single shaft of light, above the episode synopsis and a Begin button.
Screen capture of Episode 001's title card as the runtime assembles it from the authored episode data: art, title, synopsis and entry point.
How it actually gets made
01
Source material

Real photography, written beats, recorded music and voice.

02
AI / production workflow

Selective generation where it removes friction (reveal art, variations, draft passes), always reviewed before it can publish.

03
Interactive system

The episode becomes validated data: scenes, choices, effects, audio cues, mini-games, rewards.

04
Playable result

One player renders it. The next episode costs a fraction of the first.

What I learned

AI removed the production friction between the idea and a playable draft. Everything valuable still happened at the approval gate, where taste lives.

CASE 04

CREATIVE SYSTEM + ASSET PIPELINE

internal system

Building reusable worlds.

Generative tools get treated like a slot machine: pull, keep one, lose the rest. This builds a library where every good result becomes reusable production material.

AI workflow strategyCreative operationsSystems thinkingAsset architecture
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The problem

Generative production fails in exactly the same places every time: characters drift between images, prompts vanish, assets stay inconsistent, nothing can be reused, and every project restarts from zero.

What I built
  • A character bible with fixed design rules a generated asset has to pass before it’s allowed in
  • Reusable character references and pose/expression slices tagged by source
  • A searchable asset library carrying approval and rights status on every entry
  • Written world lore and canon checks that flag contradictions in new material
  • Production templates and repeatable workflows so the second project starts warm
  • An art-prep pipeline (cutout, cleanup, web-optimised output) that turns raw renders into shippable assets
  • Shared audio libraries and mechanics reused across games and episodes
My role
Systems ConceptCreative OperationsAsset ArchitectureWorkflow Design
Technology + methods
Typed asset registryCanon / consistency checksPrompt + context librariesBackground removal + image optimisation pipelineAPI-assisted generation
From the project
The character sprite with the individual dreadlocks removed, leaving a reusable body piece.
Pipeline output: the shipped character with its ten dreadlocks cut away into separate pieces along their own ink outlines, and the skull repaired behind them, so one drawing can be re-posed forever.
What I learned

The goal is maximum reuse.

Internal production tooling. A walkthrough is available on request, and the output is visible in every case study on this page.

CASE 05

CHAPTER MANGO

shipped · live

When a magazine behaves more like a world.

Take the format of a magazine (music, film, photography, illustration, philosophy) and make it behave like a place you can move through.

Editorial directionInteractive publishingCross-media production
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The problem

A digital publication is usually a PDF pretending to be a website. It has no sound, no progression, no reason to come back and nothing to discover.

What I built
  • A 31-page interactive publication read in the browser
  • Pages that double as collectibles inside the wider universe
  • An arcade game built from the issue’s own characters, embedded in the publication
  • Original music, video and photography carried inside the reading experience
My role
Creative DirectorProducerDesignerInteractive Build
Technology + methods
Next.jsOptimised web imageryWeb AudioProgression / collectible system
From the project
Chapter Mango cover: a figure holding a glowing mango in front of the Toronto skyline and a large moon.
The issue's cover, one of its 31 pages.
Running now
The Chapter Mango entry screen: an 'incoming transmission' title over a blurred reel, with a Begin the Chapter button.
Screen capture of the entry screen. The issue opens like a broadcast, and that framing is what makes the pages worth exploring.
What I learned

Readers want a reason to keep moving. The moment a page could be collected, people finished the issue.

02

How I work

01

What if?

Start from the idea nobody has built yet, usually the one that sounds slightly stupid out loud.

02

Find the experience

Before anything gets made: what should the audience feel, and what should they actually DO? If there’s no verb, there’s no experience.

03

Prototype fast

Get to something running. A rough playable beats a beautiful deck, because you can only feel timing in your hands.

04

Break it

Hand it to someone with no context. Watch where they hesitate. Hesitation is the real bug report.

05

Rebuild smarter

Rebuild the parts that survived as reusable systems, so the next version starts further along than this one did.

06

Ship

Ideas don’t become experiences until someone else can use them.

On AI

AI is a tool. Creative judgment is the system.

Cassius uses generative AI to accelerate ideation, prototype interactions, explore visual directions, automate repetitive production and build systems that would otherwise need a much larger team.

The point is where the energy goes: most of it into direction, storytelling, interaction, taste, iteration and the audience’s experience.

Where it helps
Drafts, variations, scaffolding, repetitive production, tooling.
What stays human
Taste, structure, timing, what the audience should feel.
The rule
Use it where it improves the work.
03

Toolbox

Creative Technology

Interactive ExperiencesRapid PrototypingBrowser GamesExperience DesignGamificationInteractive Narrative

AI + Systems

ClaudeChatGPTGenerative AIPrompt + Context EngineeringAI-Assisted WorkflowsCreative AutomationAPI Workflows

Production

Film ProductionPhotographyMusic ProductionEditingCharacter DevelopmentCreative Direction

Software

BlenderProcreateDaVinci ResolveFinal Cut ProCapCutLogic ProStreamlabs OBSWordPressSquarespace

I’m a creative technologist: I design the system, build the prototype with modern tooling and AI-assisted development, and know exactly where a specialist should take over.

04

The client menu.

For business owners

Feature lists are easy to copy. This menu is the part that stays mine. Any item can be added to any engagement.

Philosophy

We name what your business stands for, then every screen backs it up.

Original games

A game built around your business that pays out in real perks and repeat visits.

Playable drops

Interactive experiences that give people a reason to come back between visits.

Sound

An original audio identity for the brand, from a producer with a number one record.

Loyalty in the open

Status customers can watch grow, earn and show off. Staying loyal feels like winning.

Content engines

Everyday work becomes shareable cards, votes and moments your community spreads.

My specialty is making things matter more than they did before. Loyalty follows that.

Take the two minute taste check

Prefer to build parts of this internally? Creative technology coaching and implementation guidance are also available.

05

About

Black-and-white photograph of Cassius Crieghtney standing in a concrete gallery hall, in a leather jacket and sunglasses.

I spent most of my life making things people watch. Now I’m obsessed with making things people can enter.

Cassius Crieghtney is a multidisciplinary creator, performer, producer and Creative Technologist based in Toronto.

A background across professional film and television, music, live performance, photography, directing and independent creative production now feeds work in interactive entertainment, AI-assisted creative systems, games and emerging media.

He also records as Spacedread. The single “Solo Tú”, made with Papi AQ, reached #1 on Apple Music Canada’s Latin Songs chart, above Bad Bunny and Gloria Estefan.

He’s most interested in the space between an ambitious concept and the working prototype that proves it can exist.

Build something strange with me.

Available for Creative Technology, Interactive Production, Emerging Media, Experiential and AI-assisted creative work.