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Jose Striedinger

Gameplay engineer and designer.

Selected work

A Deep World

Gameplay engineer & designer

2D underwater stealth game with procedural animations. Developed smart enemy AI, multi-threaded flocking system, led a 4-person team delivering a vertical slice.

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Lovebird / Netflix R&D

Gameplay engineer at Fermata Inc

Created gameplay mechanics and team-facing tools including a LLM driven animation system for a genAI powered dating simulator premiered at SXSW and for a demo presented to Netflix R&D

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The Guardian

Director / Lead engineer & designer

Led a 17-team delivering a May 2026 demo of an emotional journey between a kid a watchful protector. Developed NPC AI, interaction systems and more.

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Sorelle

Gameplay Engineer

Built a dialogue subsystem powering all in-game conversations through a datatable workflow for a whimsical 3D adventure game with 3 switchable characters.

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Diverse technical and storytelling skills

During my time at USC I challenge myself as an engineer and storyteller, learning multiple skills.

Computer graphics

Learned and developed graphics projects with OpenGL and C++, implementing camera, shaders and ray tracing.

Motion capture

Directing actors and getting body and face mocap performance with Motive on a real professional mocap stage.

Virtual production

Polish mocap animations on Motion Builder, export and use them on Unreal Engine metahumans for a polished final previs with Sequencer.

Sometimes I also do Gamejams with friends

You can play them at itch.io