• Josh Caratelli

    Junior Programmer

     

    Currently coding at:

    Big Ant Studios

  • G'day!

    I'm Josh, a hardworking, team oriented programmer who strives to write clean, cache friendly optimized code. I’m always eager to learn and leverage my skills to facilitate unforgettable gameplay and narrative driven experiences.

    I love working in teams and keeping busy

    In between full time study, I've managed to work on four shipped titles:

    • Don Bradman Cricket 17 (XBONE/PS4/PC)
    • Casey Powell Lacrosse 16 (XBONE/PS4/PC)   
    • Smog Game (iPhone/iPad)
    • Rugby League Live 2 (XBOX 360/PS3) 

    I'm also concurrently studying a Bachelor of Computer Science at RMIT University.

    I'm a competent programmer and love learning

    I love coding and game development with a passion, and solving challenging problems by working with others to hit deadlines. I realize that I don't know everything, but I recognize my weak points and add it to my learning.

     

    Over the years though I've honed my experience with the following:

    • Languages: C/C++, LUA, C#, Python.
    • Version Control Software: Git, Subversion.
    • Project Management Tools: Trello, Hansoft
    • Software: Visual Studio, Photoshop, FMOD Studio
    • Engines:  Unreal Engine 3 (Licencee Version), Unreal Engine 4, Convant2.

    I'm a STEM diversity advocate and enjoy speaking and presenting

    I believe everyone should be able to make games and that having diverse people brings a plethora of benefits to not only the team but the project as well.

     

    I regularly speak at conferences, conventions and to media on providing advice for students and budding game developers and on topics such as STEM diversity.

     

    I've also created my own STEM diversity scholarship to promote and inspire girls and disadvantaged students into games development and tech.

  • Professional Projects

    A sample of the game titles that I've worked on over the years

  • Don Bradman Cricket 17

    Junior Programmer

    Big Ant Studios

    (XBONE/PS4/ PC)

  • Junior Programmer

    Don Bradman Cricket 17 is a Cricket sports title for the Xbox One, PlayStation 4 and PC.

    • Took ownership of all game audio programming in collaboration with the sound designer, including a series first for replay commentary.
       
    • Implemented the majority of the in-game UI closely with art and design departments.  
       
    • Responsible for meta-game systems such as match statistics and objectives including associated tools for designers.
       
    • Microsoft XR compliance and leaderboards implementation.
       
    • Also completed additional gameplay, player physics, crowd rendering, engine and tool creation tasks.

  • Casey Powell Lacrosse 16

    Junior Programmer

    Big Ant Studios

    (XBONE/PS4)

  • Additional Testing (Credited) and Programming

    Casey Powell Lacrosse 16 is a Lacrosse sports title for the Xbox One, PlayStation 4 and PC. I came onto the project in the final months of development.

    • Predominately responsible for game polish, implementing achievements and ensuring Microsoft XR and Sony TRC compliance.
       
    • Maintained and created tools for audio and art departments to increase team productivity.

  • Curriculum Vitae (CV)

    A brief summary of my professional work experience, if you would like to see some more detail check out my LinkedIn!

     

    Big Ant Studios

    Junior Programmer Jan 2016 – Present

    As a Junior Programmer I work with an interdisciplinary agile team of artists, designers, sound engineers and programmers to design, prototype and implement new features within our existing proprietary engine technology. I strive to ultimately write clean, readable and maintainable code in C++ and LUA and meet deadlines on time and under memory budget.

     

    Projects:

    Unannounced Title (Xbox One|PlayStation 4|PC) | Expected mid 2017

    Unannounced Title (Xbox One|PlayStation 4|PC) | Expected mid 2017

    Don Bradman Cricket 17 (Xbox One, PlayStation 4, PC) | Shipped late 2016

    Casey Powell Lacrosse 16 (Xbox One|PlayStation 4|PC) | Shipped early 2016

     

    Responsibilities Include:

    • Ownership of audio programming and meta-game systems such as match objectives and statistics, porting them from older projects and making improvements where possible.
       
    • Implement in-game UI closely with art and related gameplay systems with design departments.
       
    • Collaborating with the Senior Sound Designer, utilizing FMOD Studio as a middle-ware audio solution to implement new audio features as well as maintaining the existing sound code. Primarily focusing on sports title commentary and sound effect systems.
       
    • Responsible for platform holder leaderboard implementation and in particular dealing with Microsoft's Xbox Developer Portal.
       
    • Writing and maintaining engine plugins and external tools with the tech team to ensure productivity across numerous departments using C# and Python.
       
    • General bug fixing and resolving Microsoft XR's and Sony TRC's to ensure our titles are submission compliant for the respective platform holders.

    Double Mercury Entertainment Pty Ltd

    Founder/Programmer Jan 2015 – Jan 2016

    Founder at Double Mercury Entertainment where I was the sole programmer on Smog Game, an award winning eco-themed colour matching endless runner for the iPhone and iPad, which shows children the benefit of reducing their 'Smog' carbon footprint. www.smog-game.com

     

    Responsibilities Include:

    • Implementing game mechanics and core programming (ad network/analytics integration etc) in the licencee version of Unreal Engine 3 using UScript, C++, Obj-C and Kismet.
       
    • Responsible for all business development related activities as company director:
      Incorporating Double Mercury Entertainment as a company, signing/formulating contracts (e.g. UE3 licence), regular meetings with our awesome supporters (PwC/Epic Games/The Arcade/IGDA Melbourne/GDAA - thanks!), entering award and trade shows etc.
       
    • Overall vision holder for the game and at some point I have touched every aspect of Smog Games' development, from: UI to Sound, Quality Assurance to VFX and PR/Marketing etc.

    Speaker: Various Conferences and Conventions

    Speaker Jul 2013 – Present

    I've been invited to speak at various conferences and conventions, primarily talks focused on providing advice for students and budding game developers and on topics such as STEM diversity.

     

    Keynotes:

    • DigiCon (2016)

    Panelist:

    • PAX Australia (2014, 2015, 2016),
    • Oz Comic-Con (2015)

    Lectures:

    • iiiConference (2016),
    • ACMI ScreenFutures (2016),
    • RMIT University Careers Advisers Seminar (2016),
    • "Hop into the World of Crossy Road" - Apple Store, Sydney Event (2015),
    • Education in Game Summit (2015),
    • Computer Games Boot Camp - Monash University (2013)

     

    (VOLUNTEER) Unreal Engine Melbourne User Group Lead

    Epic Games March 2016 – Present

    I organize and run Unreal Engine community events on behalf of Epic Games in Melbourne, Australia one of the burgeoning capitals of game development in the world.

     

    Unreal Engine Melbourne is Epic's largest user group in Australia with over 250+ members. The meetup provides events such as technical talks, networking events and launch parties:

    meetup.com/unreal-engine-melbourne

     

    Epic Games provides official sponsorship through event assistance and supplying promotional merchandise such as NVIDIA Shield consoles, signage and assistance with promotion on their social channels.

     

    Epic Games also provides Skype / Hangouts talks to get feedback, to see how they can better support the group, or just chat in general.

  • Media Attention & Publications

    I thoroughly enjoy interacting with media and communities, especially when providing advice on how to break into game development and on topics such as STEM diversity. Here's a sample of that:

    Epic Games & the Unreal Engine website

    I wrote a guest blog post for the Unreal Engine website on using analytics for mobile titles: focusing on best practices for analytics and the process behind setting it up.

    'The Australian' National Newspaper

    I was interviewed in a national Australian news paper regarding the Hour of Code event, where to get started in coding and the benefits of coding and game development.

    Kotaku

    2K Australia closed its doors after the release of Borderlands: The Pre-Sequel!
     

    I helped organize a community effort to help those affected by providing a public Google doc where members of the community posted job listings for those the talented developers who were now out of work.

    PC Mag Australia

    My friend and I clean-sweeped the STEM VGC at PAX Australia 2014 by winning both the Advanced Category Grand Prize and the PwC PricewaterhouseCoopers Australia People's Choice Award.

     

    With the prize money, we established a STEM scholarship to attract more women and disadvantaged students into STEM related fields.

    Good Game Spawn Point

    I appeared on national Australian television on the critically acclaimed Good Game: Spawn Point TV show for a developer interview.

     

    The interview covers my work history, my recently launched title Smog Game onto the App Store and tips for budding game developers to get into the industry.

     

  • Awards & Recognition

    I've been lucky enough to pick up some awards along the way! Here are some listed below:

    Winner, Australia 2015

    2nd Place - Smog Game, Sri Lanka 2015

    Winner - Smog Game, Australia 2014

    Winner - Smog Game, Australian STEM Challenge 2014

    Winner - Smog Game, Australia 2015

    Winner - Smog Game, Victoria 2015

    Honorable Mention, International 2014

  • Personal Projects

    Some commercial and non commercial personal projects I've worked on!

    iPhone/iPad endless runner.

    Smog Game is a color matching, eco-themed endless runner for the iPhone/iPad.

    • Sole programmer who implemented game mechanics in UnrealScript/Kismet and core programming (ad networks/analytics integration) with C++ and Obj-C in Unreal Engine 3 (licencee).
       
    • Responsible for all business development related activities as company director (e.g. contract negotiation with Epic Games).
       
    • Overall vision holder for the game. As the Founder I have touched every aspect of Smog Game's development: from Design to Project Management to PR etc.

     

    GLSL audio responsive desktop wallpaper

    A small abstract audio responsive 'speaker' for your desktop created in HLSL for the Wallpaper Engine Steam Workshop. It now has over 1,000 downloads!

     

    Crank up your favourite tunes, sit back and relax.

     

    Note: I was really impressed with the engine team at Big Ant and what they can achieve with shader programming so I thought I'd give it a try myself!

  • Contact me

    +61 405 969 276

    Melbourne, Australia