• Josh Caratelli

    Software Engineer


    Currently coding at:

    Sledgehammer Games, an Activision Studio

  • G'day!

    I'm Josh, a hardworking, team oriented programmer who strives to write clean, cache friendly 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

    Over the years I've worked on several shipped titles and major franchises:

    • Call of Duty: Warzone (XB1/PS4/PC)
    • Call of Duty: Modern Warfare (XB1/PS4/PC)
    • Call of Duty: WWII (XB1/PS4/PC)
    • Rugby League Live 4 (XB1/PS4/PC)
    • Don Bradman Cricket 17 (XB1/PS4/PC)
    • Casey Powell Lacrosse 16 (XB1/PS4/PC)   
    • Smog Game (iPhone/iPad)
    • Rugby League Live 2 (XBOX 360/PS3) 

    I also concurrently studied a Bachelor of Computer Science at RMIT University, graduating with Distinction, while shipping the majority of these titles.

    I'm an adept 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, GSC. 
    • Version Control Software: Perforce, Git, Subversion.
    • Project Management Tools: JIRA, Trello, Hansoft.
    • Software: Visual Studio, Photoshop, FMOD Studio.
    • Engines:  Unreal Engine 3 (Licencee Version), Unreal Engine 4 and other industry leading proprietary technologies. 

    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 co-created a STEM scholarship to promote and inspire people from diverse backgrounds into games development and tech.

  • Professional Projects

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

  • Call of Duty: Modern Warfare //

    Call of Duty: Warzone

    Software Engineer

    Sledgehammer Games


  • Software Engineer

    Call of Duty: Modern Warfare is the sixteenth primary installment in the Call of Duty franchise, set in a contemporary, realistic setting. Alongside it's free-to-play battle royale component, Call of Duty: Warzone, the game has garnered 60+ Million Players as of May 2020.


    As a software engineer with Core Engineering, I assisted Infinity Ward on both titles with core game engine and low-level system programming in both single and multi-player networked environments.

  • Call of Duty: WWII

    Software Engineer

    Sledgehammer Games


  • Software Engineer

    Call of Duty: WWII is the fourteenth primary installment and first Call of Duty game to be set primarily during World War II since Call of Duty: World at War in 2008. It was the best selling console game of 2017 worldwide.


    As a software engineer with Core Engineering, I predominately dealt with core game engine and low-level system programming in both single and multi-player networked environments.


    I also maintained additional engineering responsibilities with live-ops, build and title update release management.

  • Rugby League Live 4

    Junior Programmer

    Big Ant Studios


  • Junior Programmer

    Rugby League Live 4 is a Rugby League sports title for the Xbox One, PlayStation 4 and PC.

    - Restructured and re-implemented the score and time system.

    - Core audio programming in collaboration with the sound designer; including the implementation of the much requested feature for interrupt and statistic lines 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.

    - Architected and implemented the new in-game HUD cut-scene callback feature to fix multiple UI issues prevalent in all previous titles.

    - Responsible for the co-implementation of gameplay and UI for the new 'Tactics' feature which was a major innovation for the franchise.

    - Microsoft XR, Sony TRC compliance and leaderboards implementation.

    - Also completed additional gameplay, player physics, crowd rendering, engine and tool creation tasks.


  • Curriculum Vitae (CV)

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


    Sledgehammer Games, an Activision Studio

    Software Engineer Jun 2017 – Present


    • Call of Duty: Warzone (Xbox One|PlayStation 4|PC) | Shipped Early 2020
    • Call of Duty: Modern Warfare (Xbox One|PlayStation 4|PC) | Shipped Late 2019
    • Call of Duty: WWII (Xbox One|PlayStation 4|PC) | Shipped Late 2017

    As a software engineer with Core Engineering, I predominately deal with core game engine and low-level system programming in both single and multi-player networked environments.


    I also maintain additional engineering responsibilities with live-ops and title update release management.


    Other responsibilities:

    - Culture Committee.

    - Melbourne office Fire Warden and First Aider.

    Big Ant Studios

    Junior Programmer Jan 2016 – Jun 2017


    • Rugby League Live 4 (Xbox One|PlayStation 4|PC) | Shipped 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

    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 ultimately strive to write clean, readable and maintainable code in C++ and LUA to meet deadlines on time and under memory budget.


    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.
    • Complete additional gameplay and core system tasks.
    • 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.



    • DigiCon (2016)


    • Academy of Interactive Entertainment (2018, 2019, 2020),
    • PAX Australia (2014, 2015, 2016, 2019),
    • Oz Comic-Con (2015)


    • Game Connect Asia Pacific (2019),
    • Happy Brain Education (2017),
    • iiiConference (2016),
    • ACMI ScreenFutures (2016),
    • RMIT University Careers Advisers Seminar (2016),
    • "Hop into the World of Crossy Road" - Apple Store, Sydney Event (2015),
    • Victorian Education in Games Summit (2015),
    • Computer Games Boot Camp - Monash University (2013)


    (VOLUNTEER) Epic Games

    User Group Founder​ March 2016 – Jun 2017

    As the groups founder I organized and ran 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:



    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:

    Sledgehammer Games / Activision

    Sledgehammer Games and Activision did a developer spotlight highlighting my work as a Core Engineer, and detailed my story of how I got into the games development industry.

    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.

    Game Connect Asia Pacific (2019)

    Presentation I gave at Game Connect Asia Pacific, Australia's premier game developer conference a part of Melbourne International Games Week.


    This presentation covers a variety of engineering practices used at Sledgehammer Games both pre and post-launch for Call of Duty: WWII to ensure the best possible experience for both the players and the development team.


    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.

    RMIT University

    RMIT University featured me as their primary marketing asset for their Computer Science course.

    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, Apple, PwC etc ).
    • 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 6,000 downloads!


    Crank up your favourite tunes, sit back and relax.

  • Blog

    Thought process. Tid bits. Tutorials.

    January 15, 2018 · Code,Tutorial · 4
  • Contact me

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