Joe Spiro - Gameplay Engineer - Resume
Joe Spiro - Gameplay Engineer - Resume
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.