2009
01.06

Download: PDF

JOSEPH FORTE

Joe@JoeForte.net

OBJECTIVE

Make great, visually impressive, games with a dedicated group of professional game developers.

EDUCATION

Master of Science in Computer Science with minor in Mathematics May 2011
University of Minnesota–College of Science and Engineering Minneapolis, MN
Bachelor of Science in Computer Science December 2008
University of Minnesota–Institute of Technology Minneapolis, MN

RELEVANT PROFESSIONAL EXPERIENCE

Graphics Programmer February 2012–Present
Vicarious Visions Menands, NY
Alchemy February 2012–Present
Cross-platform game engine
  • Designed a shader language supporting modern GPU features that is translated and compiled to compatible binaries on PlayStation 4, Xbox One, PlayStation 3, Xbox 360, Wii U, and iOS.
  • Implemented generic content streaming runtime and workflow for current and future projects.
  • Created artist and designer facing tools for analyzing and optimizing memory usage of levels and characters.
Skylanders: SuperChargers September 2015
PlayStation 4, Xbox One, PlayStation 3, Xbox 360, Wii U, iOS
  • Designed a shader language supporting modern GPU features that can be compiled to all target platforms.
  • Designed rendering architecture, from scene representation to GPU submission, optimized for multi-core platforms.
  • Implemented a common abstraction layer interface used by the renderer for DirectX, OpenGL, Gnm, and Metal.
Skylanders: Trap Team October 2014
iOS, Android
  • Implemented mobile renderer approximating the full console renderer with minimal content changes.
  • Implemented scalable rendering features, tuned at runtime based on the mobile device, including geometry LOD, shader LOD, material complexity, and post-processing.
Skylanders: Swap Force October 2013
PlayStation 4, Xbox One, PlayStation 3, Xbox 360, Wii U
  • Profiled and optimized PlayStation 3, Xbox 360, and Wii U to achieve an average of 30 FPS across all levels.
  • Created designer driven tools for identifying and optimizing GPU performance on target platforms.
Skylanders: Battlegrounds November 2012
iOS, Android
  • Implemented renderer for Android and iOS that scaled from low-end phones to high performance tablets.
Skylanders: Lost Islands October 2012
iOS, Android
  • Ported to Android phones and tablets.
Graphics Programmer May–August 2010
Google Summer of Code 2010–Crystal Space 3D www.crystalspace3d.org
  • Implemented and documented a deferred renderer for the Crystal Space 3D engine using C++, Cg, and OpenGL.
  • Created an interactive application that demonstrated the deferred renderer in a real world environment.

HIGHLIGHTED TECHNICAL SKILLS

  • Advanced in C and C++
  • Highly proficient in HLSL and C#
  • Highly proficient with OpenGL, DirectX, and Metal
  • Proficient in GLSL, Python, Java, and Lisp
  • Experience developing on PlayStation 4, Xbox 360, PlayStation 3, Wii U, iOS, and Android