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Jose Striedinger

Game engineer and technical designer, with a focus on exploring curiosity. Previously an award-winning educator and entrepreneur.

Selected work

A Deep World

Gameplay engineer & designer

2D underwater stealth game with procedural animations
- Developed smart enemy AI with behavior trees and utility AI theory
- Multi-thread fish flocking system supporting 800+ agents at 60fps
- Led a 4-person team delivering a vertical slice. Later continued as solo developer

Lovebird

Lovebird

Gameplay engineer at Fermata Inc

- Premiered Lovebird, a AI powered dating simulator, at SXSW 2026 with a team of 6
- Led gameplay engineer and tech design on a AI game demo for Netflix R&D
- Built a "Storybeat" Blueprint system letting designers direct scenes like a director, via a datatable workflow

Sorelle

Gameplay Engineer

Whimsical 3D adventure game with 3 switchable characters released on Steam with a team of 30+.
- Built a dialogue subsystem powering all conversations, and cinematics through a datatable pipeline, speeding up narrative design, writing and audio work
- Developed a ground pound mechanic for destructible objects

The Guardian

The Guardian

Director / Lead engineer & designer

A journey between a small kid and their watchful protector, inspired by works of Famito Ueda. Led design and engineer on a 17+ team at USC Games.

A Pigeon Tale

A Pigeon Tale

Gameplay designer and engineer

3D point-and-click narrative driven game about a hurt pigeon in an attic exploring family memories. Winner of Indiecade Hidden Heroes Jam 2023.

ARKDE platform

Founder / Designer / Engineer

- Designed and developed an eLearning platform teaching 1800+ Hispanic students about game development and technical art
- Led a 7 person team creating 120h of content around C++ gameplay programming, shaders and vfx with funding from Epic Games Mega Grant program

Epic MegaGrants recipient

Diverse technical and storytelling skills

During my time at USC I challenge myself as an engineer and storyteller, learning múltiple 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