Resume

 

Joe Spataro
Game Developer
jspataro@gmail.com

OBJECTIVE
To combine my skill set and experience with that of a strong team in order to create compelling and memorable experiences in AAA games.

EMPLOYMENT

2014 – Present

 

2010 – 2014

 

 

 

2008 – 2010

 

Bungie, Bellevue, WA
Lead Technical Designer
· Working on the next big thing
· Managing three Technical Designers

Senior Technical Designer
· Designed and developed Destiny’s animation system with Engineers and Animators
· Designed Animator facing edit time tools and workflows
· Managed two Technical Designers

Technical Designer
· Defined technical and design requirements for animation content
· Lead character review meetings to drive content iterations
· Coded tools to automate animation game data setup
· Setup majority of ragdolls

2007 – 2008

 

 

2006 – 2007


Factor 5
, San Rafael, CA
Animator · Character TD
· Animated choreographed death sequences for Lair downloadable content
· Rigged and animated characters for next gen prototypes
· Coded, scripted, and documented art pipeline tools for next gen prototypesLevel Designer
· Designed and implemented compelling levels and boss encounters
· Reviewed other designer’s levels and provided useful feedback on a regular basis
· Maintained AI documentation for level designers
2002 – 2006 CAPCOM Studio 8, Sunnyvale, CA
Game Designer
· Designed, scripted, and tuned enemy and boss AI behaviors
· Collaborated with programmers to design a proprietary AI scripting language
· Meticulously organized and maintained game tuning data into spreadsheets
· Interfaced with player character designer to balance enemy timing and damage values
· Animated enemy characters
2001 – 2002 Sony Computer Entertainment America, Foster City CA
Q.A. Analyst
· Provided 3rd Party QA support to the Format QA Online group
· Assisted in establishing standards for online testing, and TRC requirements

SKILLS

Design Design and script complex game object and engaging AI behaviors
Deep understanding of player/enemy interaction in fighting action games
Technical C/C++, C#, MEL Script, Python, various game scripting languages
Software Autodesk Maya, Adobe Photoshop, Microsoft Office, Microsoft Visual Studio
Titles Shipped
Halo:Reach (Bungie, 2010)
Lair (Factor 5, 2007)
Final Fight Streetwise (CAPCOM, 2006)
Maximo vs. the Army of Zin (CAPCOM, 2003)
Other Titles
deVargas (CAPCOM, prototype)
Maximo 3 (CAPCOM, prototype)
Superman (Factor5, prototype)

EDUCATION

1997-2001

 

2010-2011

Academy of Art University, San Francisco, CA
Major in Character Animation Minor in Illustration
Courses included: 3D Modeling, Character Animation, Figure Drawing, IllustrationUniversity of Washington, Bellevue, WA
Certificate in Game Development (c++)
Courses included: AI, Advanced Graphics (dx9, hlsl), Networking

References available by request

game development blog