Part-Time Game Development Professor, January 2021-May 2022

Algonquin College, Ottawa, ON

  • Currently serving as a professor for the Capstone: Game Assets 1 course in Algonquin College’s Game Development program, where I instruct third-year students on the fundamentals of 3D architecture for game environments.

  • Delivered lectures and class exercises centered around modelling techniques, texture wrapping and asset optimization.

  • Assigned and graded 3D modelling assignments and proctored quizzes/exams.

  • Prepared lesson recordings for students to use as reference when outside the classroom.

  • Assisted students with any technical or creative challenges encountered during class or involving an assignment.


Junior Cinematographer, July 2020 - October 2020 (Contract)

Big Heart Studios, Ottawa, ON

  • Worked alongside 3D and technical artists on currently-in-the works children’s cartoon Ara’s Imaginarium, assembled and animated entirely in Unity.

  • Presided over photography and set dressing, where I animated/coordinated props and framed shots according to the producer’s requests utilizing storyboards.

  • Adjusted scene lighting and implemented post-production effects to our digital sets to fully enhance the setting and tones of each sequence.

Technical Lead, April 2019 – March 2020

Algonquin College Simulations Lab, Ottawa, ON 

  • Served as technical lead on ACNav, a joint VR/AR program developed by Algonquin College that functioned as a digital campus users could traverse through. 

  • Textured environmental assets using a mixture of hand painted textures and edited photographs in Photoshop. 

  • Optimized assets and graphics for use in the mobile version of the project using LODs, occlusion culling and light baking. 

  • Collaborated with programming leads to integrate all art assets into Unity and work alongside various C# functionalities. 

  • Utilized Unity’s lighting tools to create proper scene lighting.

Stef Pinto
Game Developer

Technical Skills

  • Unity

  • Art Direction

  • C# Scripting

  • Game Programming

  • Game Design

  • Debugging

  • Optimization

  • Agile Software Development

  • Version Control

Personal Skills

  • Time Management

  • Leadership

  • Communication

  • Self-Regulation

  • Adaptability

  • Team-Oriented



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. 



Slant Magazine's "The 25 Best Video Games of 2021" - Cookies, #17