Jose Ivan Lopez Romo

Game Development Engineer at Marvelous Inc.
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Contact Information
us****@****om
(386) 825-5501
Location
Tokyo, Japan, JP
Languages
  • English Native or bilingual proficiency
  • Spanish Native or bilingual proficiency
  • French Elementary proficiency
  • Japanese Professional working proficiency

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5.0

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Barry Steyn

Jose came onto the team relatively late, but after just one week, he was contributing at maximum velocity. I was so impressed with his skills that I gave him one of the most important and most difficult components to do. Working with Jose was also a pleasure - I just knew that all I had to do was give him a task and it would be done both correctly and fast. I really hope to somehow work with Jose again in the future, and I would recommend him for any position that he is qualified for.

Gerald Sombilon

I have the privilege of working with Jose during the early studio days of Gumi Canada. The objective for the game development team was not only to get the studio up and running but more importantly complete a prototype demo for approval from Gumi HQ. Jose was an integral part of the success of that demo and the continued success of the project and team. He has brought not only his artistic talent but a technical aspect that is sound and nothing short of genius. He has created tools for not only the environment artists and designers but also has comfortably adapted to any issues with regards to character rigs. He is an expert in Unity hands down. His reserved nature has always been complimented with the fact that his work spoke for itself. He continues to push the environments past current mobile game capabilities. He is the consummate professional, and I look forward to working with him in the future. All the very best to you Jose.

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Experience

    • Japan
    • Computer Games
    • 1 - 100 Employee
    • Game Development Engineer
      • Jan 2021 - Present

      * DEADCRAFT (Technical Art & Graphics Engineering Support) - PS4, PS5, Xbox One, Xbox Series S/X, Switch & PC * Story of Seasons: A Wonderful Life (Engineering Support) - PS5, Xbox Series S/X, Switch & PC * Daemon X Machina Titanic Scion (Technical Art & Graphics Engineering Support) * Project LIFE is RPG (Technical Art & Graphics Engineering Support) * Silent Hope (Technical Art & Graphics Engineering Support) - Switch & PC * DEADCRAFT (Technical Art & Graphics Engineering Support) - PS4, PS5, Xbox One, Xbox Series S/X, Switch & PC * Story of Seasons: A Wonderful Life (Engineering Support) - PS5, Xbox Series S/X, Switch & PC * Daemon X Machina Titanic Scion (Technical Art & Graphics Engineering Support) * Project LIFE is RPG (Technical Art & Graphics Engineering Support) * Silent Hope (Technical Art & Graphics Engineering Support) - Switch & PC

    • Japan
    • Software Development
    • 1 - 100 Employee
    • Technical Artist
      • Sep 2019 - Dec 2020

      * Creation and development of 3D environments, simulators and visualizations in real-time engines for AI and automotive industries. * Planned, developed, and maintained all technical art solutions in several projects. Including but not limited to shader development, rigging, tool development, pipeline setup, VFX creation and implementation, and animation setup. * Took part in art-related tasks such as in-location photoshoots for reference and photogrammetry, art leading for 3D environment creation, lighting, art support, troubleshooting and optimization. * Took ownership of several technical tasks such as in-engine tool programming, simulator “gameplay” programming, CarSim implementation, research & development, and technical problems troubleshooting, * Conversion of HD Map data to OpenDRIVE format * Technologies: Maya, Substance Designer, Substance Painter, Houdini, Photoshop, RoadRunner, Unity, Unreal Engine, C++, C#, Python, Ubuntu, Windows, SVN Show less

    • Japan
    • Software Development
    • 1 - 100 Employee
    • 3D Simulation Engineer
      • Nov 2018 - Sep 2019

      * Development and maintenance of simulators and related tools with the purpose of data generation and AI validation. Worked directly with the AI team. * Research and evaluation of technologies and solutions for further simulation development. * Infrastructure and automation related tasks for source control systems and continuous integration * Technologies: Maya, Unreal Engine, C++, Python, Git, Plastic SCM, Ubuntu * Development and maintenance of simulators and related tools with the purpose of data generation and AI validation. Worked directly with the AI team. * Research and evaluation of technologies and solutions for further simulation development. * Infrastructure and automation related tasks for source control systems and continuous integration * Technologies: Maya, Unreal Engine, C++, Python, Git, Plastic SCM, Ubuntu

    • India
    • Software Development
    • 1 - 100 Employee
    • Freelance Technical Artist
      • Nov 2017 - Apr 2018

      Hello Ludo * Visual development tasks for defining the look and feel of the game art and VFX. * 3D modelling, texturing, animation, and rendering of assets for real-time in-engine implementation, as well as pre-rendered sprites and VFX. * Had full ownership of the whole game art pipeline, tech art, animation, and VFX set up. * Planned, produced and implemented most of the game VFX. * Shader programming and optimization for all visual elements and VFX. * Planning and development of Unity editor tools for faster testing and implementation of art and tech. * Full ownership of all the gameplay frontend systems and engineering. Implemented in its entirety the gameplay frontend and its interaction with the gameplay backend. * Documented and maintained all technical documents related to the frontend API and all the art, animation and VFX tech set up. * Coordinated with the gameplay engineering team to plan, implement, test, and debug all gameplay features. Show less

    • Freelance Tools Programmer
      • Sep 2017 - Dec 2017

      * Planning and development of software tools for 3ds Max. * Tools were designed with the client’s specific workflows and involved automating tasks such as texture and model processing, lighting, and the usage of tool data and settings across multiple workstations. * Tools also interacted with external 3ds Max plugins and software such as ForestPack, RailClone, and Redshift Renderer. * Tool development done primarily in MAXScript, as well as with the integration of external .NET libraries. Show less

    • Freelance Environment Artist
      • Jun 2017 - Oct 2017

      * Modelling, texturing, lighting, and implementation of stylized environments in the Unity engine * Development of custom shaders as needed for the environments * VR Project * Modelling, texturing, lighting, and implementation of stylized environments in the Unity engine * Development of custom shaders as needed for the environments * VR Project

    • Freelance Software Engineer
      • Jul 2017 - Jul 2017

      * Backend development for a web/mobile application * Implemented missing features and endpoints (such as authentication and Algolia Search implementation) * Cleaned up old code, added unit tests and documented all the API's endpoints and features * Took ownership of the backend portion of the web app mid-way through its development * Technology stack: JavaScript, NodeJS, S3, and MongoDB * Backend development for a web/mobile application * Implemented missing features and endpoints (such as authentication and Algolia Search implementation) * Cleaned up old code, added unit tests and documented all the API's endpoints and features * Took ownership of the backend portion of the web app mid-way through its development * Technology stack: JavaScript, NodeJS, S3, and MongoDB

    • Mexico
    • IT Services and IT Consulting
    • 700 & Above Employee
    • Software Engineer
      • Dec 2016 - Jul 2017

      * Front-end development of a complex web application (My Home) using NodeJS, and React Redux for Realtor.com. * Coordinated and worked alongside Move's team in the development of the web application. * Was also involved in designing and developing chat bot web applications for specific clients. * Worked with the UX and engineering teams to implement and develop both the backend and frontend components of the bots’ interaction. * Integrated the chat bots on the clients’ websites and deployed them using Docker. * Documented the internal APIs and the instructions on the usage of the applications. * Technology stack included JavaScript, NodeJS, React Redux, MongoDB and RethinkDB as the main technologies. Show less

    • India
    • Computer Games
    • 100 - 200 Employee
    • Freelance 3D Artist / Technical Artist
      • Aug 2016 - Dec 2016

      * Was involved in modelling, texturing, optimization and engine implementation tasks of 3D vehicles for their car-themed mobile games. * Was involved in modelling, texturing, optimization and engine implementation tasks of 3D vehicles for their car-themed mobile games.

    • Freelance Motion Graphic Artist
      • Apr 2016 - Sep 2016

      * Was involved in planning, brainstorming, producing, and polishing motion graphic animations for the Kickstarter campaign of the project. * Troubleshot and volunteered for smaller technical tasks such as video formatting and caption production and implementation. * Was involved in planning, brainstorming, producing, and polishing motion graphic animations for the Kickstarter campaign of the project. * Troubleshot and volunteered for smaller technical tasks such as video formatting and caption production and implementation.

    • Freelance 2D Digital Artist
      • May 2016 - Aug 2016

      * Produced 2D banners and promotional material for the following clients: Earth Children for the Planet Earth Children for Humanity Vegans & Elephants * Produced 2D banners and promotional material for the following clients: Earth Children for the Planet Earth Children for Humanity Vegans & Elephants

  • gumi Canada, Inc.
    • Vancouver, Canada Area
    • 3D Artist / Technical Artist
      • Feb 2015 - Apr 2016

      Unannounced Mobile Project (Project Throne): * Was involved in graphics programming tasks such as shader programming, post-effects programming and development, rendering systems among other tasks. * Programmed and implemented in-engine systems related to the visuals of the game, such as lighting processes, modular environments, procedural 3D art, and dynamic VFX systems. * Designed, modelled, textured, lit, implemented, and troubleshot 3D environments and props used in the game. Iterated through them constantly according to the art & design direction of the game. * Designed and implemented some environment-related VFX, as well as providing the necessary tech for their implementation. * Supported the character department with rigging, skinning, scripting and some tool programming tasks. * Optimized, implemented, and troubleshot processes related to the external software packages. * Developed and supported both in-engine tools and external tools for designer and artist specific workflows. * Worked with art, design, and programming teams to establish efficient workflows and processes, and constantly improved them as the project evolved. * Troubleshot and supported the art and design teams with any art-related technical issues. Show less

    • Canada
    • Computer Games
    • 1 - 100 Employee
    • Technical Artist
      • Jul 2014 - Feb 2015

      RBI Baseball 15: * Developed and implemented art related pipelines and workflows. * Designed, created and maintained art related tools and scripts that improved specific workflows to achieve the visual targets. * Provided and implemented technical solutions for art related features in-engine such as texture animations, shaders, engine scenes, lightmapping solutions, etc. * Troubleshot art related technical problems and implemented solutions. * Participated in modelling, texturing, lighting, and skinning tasks related to characters and environments to be used in-game. Show less

    • Civic and Social Organizations
    • 1 - 100 Employee
    • Freelance Flash game programmer & designer
      • Oct 2010 - Dec 2011

      *Designed a point & click hidden object adventure of 21 scenes. *Programmed the entirety of the interaction using ActionScript 3.0. *Organized and implemented all the game's content in Flash. *Coordinated with the artists to ensure an efficient and problem free workflow. It started as a volunteering project for the NGO for the first few months of development. *Designed a point & click hidden object adventure of 21 scenes. *Programmed the entirety of the interaction using ActionScript 3.0. *Organized and implemented all the game's content in Flash. *Coordinated with the artists to ensure an efficient and problem free workflow. It started as a volunteering project for the NGO for the first few months of development.

Education

  • Instituto Tecnológico y de Estudios Superiores de Monterrey / ITESM
    B.A. Animation and Digital Art, Video Game Development Concentration
    2008 - 2012
  • Think Tank Training Centre
    1 year diploma, Computer Animation, Visual Effects and Game Design
    2013 - 2014

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