The Coven Development Team
We come from different paths—systems, design, art, and beyond—but we’re united by a shared drive to build something meaningful. Every decision we make is rooted in thoughtful design, player-first experiences, and a genuine passion for the worlds we create. At the end of the day, we’re just a group of developers who love making games—and connecting with the players who bring them to life.
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Mondae Atughonu
Creative Director/Programmer
Part systems wizard, part chaos engineer—Mondae lives for turning wild ideas into rock-solid gameplay. Known for building the invisible glue that makes everything feel right, he is always chasing that perfect balance of performance, flexibility, and fun. If it works on the first try, he's probably suspicious—and already refactoring it anyway. -

Molly Carroll
Art Director/Technical Artist
The details and questions that make up a world are Molly’s bread and butter. What kind of ice flowers grow in the frozen expanse of the Desolate Arctic? What happens when you sprint through a portal in the Eternal Necropolis? Where there is a world, there is a story, and Molly builds the systems that make every strange possibility feel right at home.
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Cassandra Tubwell
2D Artist/Concept Artist
The pocket glitter to your eyes - meet our dazzler - Cassandra! She's here, she's there, she's everywhere - diving into lore, crafting bold designs, spinning magic into the marketing before placing the final cherry on top of all your favorite sages. Her sparkle is sure to be found on everything -

Victor Ricco
3D Character Artist
A 3D Character Artist who approaches creation like a blacksmith of the fantastical, forging mystical and engaging characters from raw ideas into living forms. Victor blends artistry and technique to shape personality, story, and emotion into every model. With each character, he strives to create something that feels not just seen—but remembered. -

Sean Smolen
Environmental Artist
Inspired by the charm and creativity of early 2000s games, Sean approaches each environment like a storybook in progress—painting spaces that feel a little nostalgic, a little whimsical, and full of life. He creates worlds that invite players in, encourage shared moments, and capture that classic feeling of friends gathered together, discovering something new.
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Karim Griffin
Gamer Advocate
Often the one thinking, “wait… why can’t I go back?”, Karim serves as a player advocate—the voice of the players—with a certified “what if I just…” approach. He plays like a normal person, questions everything, and inevitably tries what he’s not supposed to. If something feels off, he’s probably already found it—so if it feels smooth, it survived him first.
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Aryiel Everett
Gamer Advocate
She played the magic before she helped the world see it. Aryiel came in as a play tester, experiencing the game from its earliest form through the final stages. That firsthand knowledge of the world shaped everything when she stepped into designing the website wireframe, making sure the outside matched the magic within
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Justin Cavazos
Spit It Out! Audio - Sound Designer
Justin is part of the two-headed alpaca known as Spit It Out! Audio. Sound designer and composer by day, rockstar by night, he weaves musical elements and mangled samples into the spells of Coven’s roster of Sages. Justin’s handcrafted sound designs resonate because they often feature his own recordings of trinkets, instruments, and the human voice.
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Max Volpert
Spit It Out! Audio - Sound Designer
Max Volpert is the other part of the two-headed alpaca that is Spit It Out! Audio. As a sound designer and the lead dialogue editor of Coven, Max helps craft the magical, mystical, and magnificent sonic personalties of Coven's fantastical roster of sages. Max spends her life in search of rich fantasy projects and is thrilled to be slinging spells with the Coven team.
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Dorillion Payne
UI/UX Artist
Dorillion is your resident screen-pixel manipulator always trying to perfectly fuse style and substance. Whether its making a button a little bit more appealing or making sure it pops up in all the right places, he appears wherever there's a fun layout to be made