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Joe Spiro - Gameplay Engineer - Resume

Joseph Spiro has a Master's degree in Computer Science from Arizona State University and a Bachelor's degree in Communication from Northwestern University. He has over 5 years of experience as a game programmer, having worked at E-Line Media, TimeFire VR, and 1st Playable Productions. His programming skills include C#, C++, Unity, Unreal Engine 4, and he has experience with gameplay programming, virtual reality, and game engines. He is currently a Gameplay Engineer at E-Line Media where he works on user-editable gameplay systems. In his free time he leads the ASU Game Development Club and is involved with the IGDA Phoenix chapter.

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0% found this document useful (0 votes)
340 views1 page

Joe Spiro - Gameplay Engineer - Resume

Joseph Spiro has a Master's degree in Computer Science from Arizona State University and a Bachelor's degree in Communication from Northwestern University. He has over 5 years of experience as a game programmer, having worked at E-Line Media, TimeFire VR, and 1st Playable Productions. His programming skills include C#, C++, Unity, Unreal Engine 4, and he has experience with gameplay programming, virtual reality, and game engines. He is currently a Gameplay Engineer at E-Line Media where he works on user-editable gameplay systems. In his free time he leads the ASU Game Development Club and is involved with the IGDA Phoenix chapter.

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JoeF.Spiro
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Joseph Spiro

10012 E. Calle De Las Brisas | Scottsdale, AZ 85255


480-209-8738 | Joe.F.Spiro@gmail.com | joefspiro.com | github.com/joefs
Education
Arizona State University – Tempe, AZ May 2016
Master of Computer Science
Honors: HKN Engineering Honor Society
Northwestern University – Evanston, IL Mar. 2011
Bachelor of Arts in Communication
Major: Radio/ Television/ Film Minor: Business Institutions

Technical Skills
Languages and API: C#, C++/C, Processing, Java, JavaScript, Scheme, Batch, Powershell, OpenGL
Game Engines and Production Tools: Unity, Unreal Engine 4 (UE4), GameMaker, Photoshop, Gimp, Audacity, 3ds Max
Frameworks, Testing, Automation and Version Control: .Net, WPF, JUnit, Selenium, Jenkins, Hg, Git, SVN

Work Experience
E-Line Media (Tempe, Arizona) July 2017 - Present
Gameplay Engineer
 Works across disciplines to research, architect, implement and iterate user editable gameplay systems (full C# access).
 Designs and maintains reusable components, controllers and libraries for localization, achievements and analytics.
 Assists lead engineer with custom serialization and Roslyn-based runtime code recompilation pipelines and tools.
TimeFire VR (Phoenix, Arizona) February 2016 - July 2017
UE4 Gameplay Programmer & Blueprinter
 Implemented and maintained gameplay features on a massively multiplayer online Virtual Reality UE4 game.
 Collaboratively created robust blueprint accessible systems and interfaces for gameplay and level designers.
 Iteratively developed continuous integration server and internal build distribution tools for a team of 30.
1st Playable Productions (Troy, New York) July - December 2015
Seasonal Programmer
 Programmed Unity games for Android, iOS and Windows, collaborating closely with artists and designers.
 Rapid prototyped a series of VR and AR apps on experimental and consumer platforms.
 Performed feasibility estimation and exploratory testing for prospective contracts.
Projects
The Endless Mission Beta (Unity and C#)[Steam: bit.ly/2SAqGIn] Fall 2018
 Iteratively architected, built and refactored games in 3 mashable/combineable genres (RTS, Platforming, Racing).
 Collaborated with team's framework designer to make all gameplay code runtime editable and Roslyn recompileable C#.
 Built reusable, user accesible, black-boxed gameplay components for pathfinding, steering, physics, health and much more.
Hypatia (Unreal Engine 4 and C++)[Steam: bit.ly/2tcQMUb] Summer 2017
 Co-created a blueprint accessible and Turing complete puzzle scripting/serialization system for use by level designers.
 Designed, built and optimized a multithreaded, kernel convolution/ image filtering library.
 Converted synchronized online video player framework from UE4 “blueprints” to C++ resulting in 40 fps framerate gains.
Three Little Pigs VR (Unity and C#)[Android: bit.ly/20FeZyx][iOS: apple.co/1ZqzeMY] Fall 2015
 Architected and programmed a gaze-triggered Google Cardboard VR narrative experience.
 Developed event-based character controllers for navigation and procedural “Spine” animation.
 Supported the product post-release via a series of updates and architectural refactoring.
Professional and Trade Organizations
ASU Game Development Club 2012-Present
Lead Software Engineer, (Selected 2015-Present)
 Lead Scrum team by designing behavior and interaction architectures as well as managing collaborative git repository.
 Won 2nd place at the Phoenix Global Game Jam for educational content due to puzzle design in “Andre the Dragon Slayer”.
IGDA (International Game Developers Association) Phoenix Chapter 2012-Present
 Participated in local game development hackathons/game jams and interdisciplinary workshops.
Leadership
ASU AAPASC [Asian/Asian Pacific American Student Coalition] 2013-2015
Graduate Advisor, (Selected 2014-2015)
 Increased inter-organization collaboration through shared scheduling and reforming representative eligibility requirements.
 Represented AAPASC in meetings with administration regarding development of inclusive multicultural curricular standards.
Relevant Hobbies
SuperFamiCompLit Video Game Bookclub Podcast (superfamicomplit.tumblr.com/) 2012-2016
 Hosted, produced and edited a weekly audio podcast on the history and development of chosen games.

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