Tim Romero
tim@flyingbreakfast.com
linkedin.com/in/tim-romero
Playa Vista, CA
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Game programming generalist working with indie and AAA teams since 2012. Demonstrated flexibility to work in a variety of large codebases. Proven capability of understanding complex game systems.
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Experience
Senior Gameplay Programmer at Santa Monica Studio Aug 2019 - Present
- God of War Ragnarök: Valhalla
- Embedded with the UI team to finish out the unique UI challenges of Valhalla, as well as the update's "New Game+" interactions.
- Provided minor feature support and fixes related to the Blade of Olympus weapon.
- God of War Ragnarök
- Partnered closely with combat designers to provide scripting support, features, tools, and fixes.
- Built replay-debug tools for character animation state machine transitions and expressions.
- Primary programmer supporting the Draupnir Spear weapon's unique features such as embedding and cloning on throw and on stun-grab, the spear detonation sequence, the spear rain runic move, the Spear's animation state-machine, and the elemental siphon mechanic.
- Weapon system improvements for Axe and Spear throw and embed behavior.
- "Dynamic expression" scripting system features and maintenance.
- Owner and point of contact for PS5 haptics technical implementation, while maintaining the PS4 vibration systems.
- Added motion sensor aiming functionality.
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Animation Tools Programmer at 343 Industries Jan 2018 - Jul 2019
Vendor contract via Neal Analytics
- Halo Infinite
- Maintained and updated tools and workflows for animators, integrating fixes to the editor UI and the underlying C++ game engine.
- Integrated animation curve editing tools for animating cinematic elements such as lighting
- Worked directly with content creators to understand and fix workflow issues in cinematic tools
- Refactored cinematic systems to enable support for unlocked framerate playback
- Implemented editor previewing for a new character animation system
- Built a tool for browsing and updating lua documentation
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Programming Assistance at Gears For Breakfast Jun 2017 - Dec 2017
- A Hat in Time
- Optimized by converting UnrealScript to C++ and adding simple rendering features and editor tools to Unreal Engine 3
- General bug fixes, gameplay and UI programming
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Game Programmer at Nicalis Jun 2012 - May 2017
- The Binding of Isaac: Rebirth, Afterbirth, Afterbirth+:
- Created AI behavior for most of the final bosses
- Crafted hundreds of game elements such as enemies, items, pickups, and synergies
- Designed and developed player controls, camera motion, multiplayer mechanics, menus, HUD, Easter eggs, and visual effects
- Developed and optimized versions for macOS, Xbox One, New Nintendo 3DS, iOS
- 1001 Spikes:
- Implemented player controls and unique mechanics for 19 playable characters
- Added multiplayer modes and mechanics
- Created visual effects, menus, HUD, cutscene animations, robust physics, camera motion, and key-binding options
- Developed macOS version
- Unreleased non-gaming app for Nintendo Switch: Developed touch UI systems with automatic layout, low-latency touch input, and rendering features
- Cave Story+: Upgraded game elements to improve replayability of Nintendo Switch version
- NightSky: Developed iOS version, including design of mobile touch and tilt controls
- Prototyped various 2D and 3D games
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Education
Bachelor of Innovation™ in Game Design and Development
University of Colorado at Colorado Springs
2008 - 2012
Skills
- C++
- C#
- Objective C
- Python
- Lua
- HLSL, Cg, GLSL
- Unity Shaderlab
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- 3D vector math
- Linear algebra
- Calculus
- Physics
- Design sense
- Technical writing
- Video production
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- Unity 3D
- Unreal Engine 3
- JIRA, Azure DevOps
- SVN, Perforce, Git
- Blender
- Photoshop
- After Effects, Premiere
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