Robin LoBuglio

Gameplay Programmer at Tender Claws
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Contact Information
us****@****om
(386) 825-5501
Location
Los Angeles, California, United States, US

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Experience

    • United States
    • Fine Art
    • 1 - 100 Employee
    • Gameplay Programmer
      • Dec 2019 - Present

  • Freelance
    • Greater Los Angeles Area
    • Gameplay Programmer
      • Aug 2019 - Dec 2019

      Implementing a networked VR social communication system in Unity and C# for a client while I search for the next full-time role that meets my career goals. If you're looking for a gameplay programmer or technical designer with 3 years of industry experience and a bestselling shipped title, let's get in touch! Implementing a networked VR social communication system in Unity and C# for a client while I search for the next full-time role that meets my career goals. If you're looking for a gameplay programmer or technical designer with 3 years of industry experience and a bestselling shipped title, let's get in touch!

    • Software Development
    • 1 - 100 Employee
    • Gameplay Programmer
      • Jul 2017 - Aug 2019

      Gameplay programming and design for an original publisher-backed VR arcade game, internal prototypes, and a variety of contract work: a web payment plugin, VR hard drive UI, and a desktop-to-Quest game port. Working in Unreal Engine, C++, C#, and JavaScript / TypeScript to implement complex gameplay mechanics on tight schedules. Building compelling and responsive AI creatures using Test-Driven Development practices, custom physical locomotion, and behavior trees. Quickly adapting to unfamiliar technologies including our publisher's in-development proprietary engine, an open-source C# integration for Unreal, a 3D voxel pathfinding library, and a custom functional-reactive game architecture. Collaborating closely with artists to build internal tools and connect game code to rich visual feedback. Maintaining a clean, well-documented, and extensible codebase built to accommodate agile iteration. Show less

    • United States
    • Fine Art
    • 1 - 100 Employee
    • Technical Designer
      • Sep 2016 - Jul 2017

      Working as a Unity-C# engineer on a Virtual Virtual Reality, a bestselling VR title. Implementing critical-path gameplay sequences involving responsive voice-acted AI. Architecting a robust interruptible dialogue system used throughout the software, as well as the game's save-load functionality and countless one-off systems. Creating reusable backend systems and in-engine tools. Innovating novel solutions to design and technical problems. Working as a Unity-C# engineer on a Virtual Virtual Reality, a bestselling VR title. Implementing critical-path gameplay sequences involving responsive voice-acted AI. Architecting a robust interruptible dialogue system used throughout the software, as well as the game's save-load functionality and countless one-off systems. Creating reusable backend systems and in-engine tools. Innovating novel solutions to design and technical problems.

    • Assistant to Gordon Bellamy
      • Jan 2016 - May 2017

      Assisting industry veteran Gordon Belamy in running a games entrepreneurship class. Coordinating the visits of over 25 industry guests, including CEOs, studio heads, publishers, and investors. Assisting Gordon at professional events like GDC Assisting industry veteran Gordon Belamy in running a games entrepreneurship class. Coordinating the visits of over 25 industry guests, including CEOs, studio heads, publishers, and investors. Assisting Gordon at professional events like GDC

  • Sugarscape Games
    • Los Angeles, CA / Dundee, Scotland
    • Project Lead / Lead Engineer
      • Sep 2015 - Aug 2016

      Leading a team of 6 students to create the award-winning student game Grassdancer -- a Dare to be Digital 2016 and SXSW Student Showcase 2017 finalist. Designing and implementing a uniquely physical character controller, focused on huge leaps and tight landings between physically simulated blades of grass. Organizing schedules, milestones, and scope; providing creative direction and empowering my peers. Setting up infrastructure for a well-organized and flexible codebase, co-authoring a C# style guide Show less

    • Digital Experience Production Intern
      • Jun 2015 - Aug 2015

      Developing an in-house tablet prototype for the PBS Kids Digital team. Designing a core inspection/rotation mechanic on a 2-person team; implementing the game's entire codebase. Running biweekly playtests on children aged 4-7, using data to improve engagement and usability Developing an in-house tablet prototype for the PBS Kids Digital team. Designing a core inspection/rotation mechanic on a 2-person team; implementing the game's entire codebase. Running biweekly playtests on children aged 4-7, using data to improve engagement and usability

Education

  • University of Southern California
    Bachelor of Arts, Interactive Media & Game Design, Minoring in Video Game Programming
    2013 - 2017

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