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Rocco Balsamo, Videogame Software Engineer Contact:  |
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| As a software engineer with sixteen commercially published video games, I wish to develop high quality products on-time and on-budget. I have development experience with large and small teams across the Wii, Playstation 3, PSP, and PC platforms. |
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| Education |
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Rensselaer Polytechnic Institute, Troy, NY
B. S. Computer Science, 3.5 GPA, August 1999 - December 2002
B. S. Electronic Media, Arts, and Communication, 3.5 GPA, August 1999 - December 2002
M. S. Computer Science, 3.5 GPA, January 2002 - December 2003
Also attended MBA track courses at Framingham State College, Framingham, MA, August 2004 - August 2005, 3.85 GPA
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Game Jobs |
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Backbone Entertainment, Emeryville, CA
Software Engineer, September 2005 - Present
I'm currently working on gameplay programming, prototyping and tools for an unannounced title from a AAA franchise.
Unannounced Title (2009)
Developed initial gameplay prototype and controls system within another developers engine.
Reverse engineered several data formats and converted them for use within Backbone's Reaper engine.
Engineered a complex NPC animation, camera and props system that is fundamental to this title.
Death Jr. Root of Evil (Wii, 2008)
Designed and implemented Wii remote mechanics for this up-rezed and reimagined PSP title.
Acted as lead programmer for several months until the lead from the PSP version became available.
Responsible for Wii memory device routines and meeting the associated technical requirements from Nintendo.
Implemented all new front-end UI features and many in-game UI features.
Automated and improved turnaround time for our build process.
1942: Joint Strike (Playstation 3 & XBox 360, 2008): Minor Role
Designed and developed first-pass logic for collectible power-ups.
Sony Online Entertainment Midway Downloadables (Playstation 3, 2007) including Mortal Kombat II, Gauntlet II, Rampage World Tour, Rampart, Joust, and Championship Sprint
Ported game engine framework from XBox 360 (Visual C++) to Playstation 3 (GCC) (and Win32 for development purposes).
Converted low-level XBox 360 rendering routines to our multi-platform CORE library.
Designed and developed UI components and UI flow
Co-developed online lobby system and online scoreboards screens interfacing with the Playstation Network
Developed localization routines for worldwide release (including Japan and Korea)
Brooktown High: Senior Year (PSP, 2006) Minor Role:
Wrote code that allows the player to interact with objects in the environment
Death Jr. Root of Evil (PSP, 2006):
Development on nearly all player mechanics including movement, platforming, melee, and weapons
Created all mechanics for the second playable character, Pandora, and vastly improved current mechanics of DJ
Designed systems for attack interactions between players, enemies, and props for damage, knockback and special effects
Created a new queued attack combo system
Improved on the animation system to add much more flexibility and moved most animation data out of code and into XML
Developed features for the front-end user interface and in-game HUD and was the liaison between designers, artists and code for these systems
Fulfilled design requests for new script-hooks, to provide access to the systems I developed
Provided support for weapons, projectiles, lightning system, and multiplayer networking
ImaginEngine, Framingham, MA
Software Engineer, March 2004 - August 2005
Disney Preschool Time Online (PC, 2006): Developed an online subscription based educational title for Walt Disney.
Charlie and the Chocolate Factory (PC, 2005): Developed "Oompa" games: thirty Wario-Ware style micro games.
Fairly OddParents, Shadow Showdown (PC, 2004): Created five of the ten mini-games.
Care Bears 2, Lets Have a Ball (PC, 2004): Developed Puzzlin' Pipes and Bubble Breakout.
Tetris Elements (PC, 2004): Designed and programmed Earthquake Tetris.
Electronic Arts, Maxis Office, Walnut Creek, CA
Software Engineering Intern, May 2002 - August 2002
The Sims 2 (PC, 2004): Developed performance gauging tools, created a cheat window and parser, updated GUI widgets.
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| Skills |
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Programming/Scripting: C/C++, Perl, C#, Java, Lingo, Scheme, Visual Basic, Pascal
Debuggers: Codewarrior (Wii), SN Systems (PS3/PSP), Eclipse (PS3), Visual C++ (Win32/X360)
Source Control: Perforce, CVS, Source Safe
Multimedia Software:Photoshop, Illustrator, Director, Bink, SoftImage|3D, After Effects, Premiere.
Web Technologies: HTML, Javascript, XML, SQL, ASP, PHP, HTML, JSP, Java Servlets
Linux/Unix Software:GCC, Emacs, The Gimp, MySql, Lex, Yacc, many other GNU tools
Libraries:Microsoft XNA, OpenGL, DirectX, Java3D, Java Swing
If it's not on here, I can learn it!!!
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Other Jobs |
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Rensselaer Polytechnic Institute, Troy, NY
Lab Instructor / Teacher's Assistant, January 2003 - December 2004
Computer Science 2 Instructor: Taught two sections and over 100 students the fundamentals of C++. Graded nearly 5000 assignments over one semester.
Enterprise Java Programming Assistant: Held office hours, worked with students, and graded projects in a course that taught advanced Java technologies to seniors and graduate students.
NEC Research Institute, Princeton, NJ
Research Assistant, May 2001 - May 2002
Programmed a small-scale search engine in Perl, developed graphic art used in print presentations and on various internal and external websites. Worked under Dr. Gary Flake, who is currently a Microsoft Distinguished Engineer, and previously headed Yahoo! Research Labs.
The Hillier Group, Princeton, NJ
Web Applications Intern, December 1998 - January 2001
Developed multiple web and database applications, and created a cutting-edge school-designing Java applet.
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| Consulting |
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Java 3D Programmer, Vibro Acoustic Sciences, San Diego, CA, December 2000 - April 2001
Graphic Designer, UTEK Corporation, Plant City, FL, May 2002 - February 2004
Web Developer, Justin Prato Attorney at Law, San Diego, CA, January 2007, Beverly Hills Hair Company, Multiple Locations, NJ, March 2004
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Personal Projects |
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IM Extreme: An online social networking tool for AOL Instant Messenger users.
Tetcel: A 3D puzzle game written in C++ with OpenGL.
ANT's Not Tetris: Simple OpenGL Tetris clone.
Arcade Superpack: A collection of 3 arcade favorites built with Klik and Play. Downloaded over 40,000 times.
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| Hobbies |
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Playing video games, weight lifting, programming video games, basketball, dreaming about video games, K'Nex, and did I mention video games?
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