Experience
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Technical Artist, March 2022 - Present
WALLRIDE, Minneapolis, MN
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Currently serving as a technical artist for WALLRIDE in the development of their PC/PlayStation 5 game Grandma, No!
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Experimented with different lighting solutions such as masked spotlights, flickering torch lights, and animated light cookies
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Assisted in the import of art assets to ensure that models, animations and textures worked in tandem with pre-existing systems
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Contributed to documentation regarding the team's art pipeline and best practices
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Modelled greyblock versions of levels and props for visualization purposes
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Oversaw the game's optimization through mesh batching, light baking, occlusion culling and GPU instancing
Part-Time Game Development Professor, January 2021-May 2022
Algonquin College, Ottawa, ON
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Served as a professor for the Capstone: Game Assets 1 course in Algonquin College’s Game Development program, where I instructed third-year students on the fundamentals of 3D architecture for game environments
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Delivered lectures and class exercises centered around modelling techniques, texture wrapping and asset optimization
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Assigned and graded 3D modelling assignments and proctored quizzes/exams
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Prepared lesson recordings for students to use as reference when outside the classroom
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Assisted students with any technical or creative challenges encountered during class or involving an assignment
STEF PINTO
GAME DEVELOPER
stef.pinto.gamedev@gmail.com
Technical Skills
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Unity
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Art Direction
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C# Scripting
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Game Programming
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Game Design
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Debugging
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Optimization
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Agile Software Development
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Version Control
Personal Skills
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Time Management
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Leadership
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Communication
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Self-Regulation
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Adaptability
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Team-Oriented
Projects
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Exit Mask, June 2019 – December 2019
A solo project developed in Unity to better teach myself C# scripting and practice creating a game from the ground up. Exit Mask is a psychological horror game featuring art, programming and sound design done completely by me, with its most distinctive feature being its use of edge detection shaders to create striking black and white visuals. Through itch.io, it has received 1500+ downloads, along with 250,000+ views across YouTube.
Cookies, December 2019 – April 2021
An absurd first-person narrative game set in a seedy apartment building rife with substance abuse and hyperviolence. All art assets, from animations to models to textures, were done in a low-poly low-res style reminiscent of early PlayStation 1 games, utilizing post-processing and shaders to mimic both the effects of grainy VHS recordings and the PS1’s hardware quirks. Great effort was put forth to hand craft a dismal apartment environment with a great attention to detail.
Accolades
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Slant Magazine's "The 25 Best Video Games of 2021" - Cookies, #17
