Tim Romero

Playa Vista, CA

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.


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.

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

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

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

3D Artist at Peak Game Studios Feb 2009 - Nov 2009


Bachelor of Innovation™ in Game Design and Development
University of Colorado at Colorado Springs
2008 - 2012


  • C++
  • C#
  • Objective C
  • Python
  • Lua
  • HLSL, Cg, GLSL
  • Unity Shaderlab
  • 3D vector math
  • Linear algebra
  • Calculus
  • Physics
  • Design sense
  • Technical writing
  • Video production
  • Unity 3D
  • Unreal Engine 3
  • JIRA, Azure DevOps
  • SVN, Perforce, Git
  • Blender
  • Photoshop
  • After Effects, Premiere