Generated by All in One SEO v4.9.7.2, this is an llms.txt file, used by LLMs to index the site. # José Striedinger Jose Striedinger personal website ## Sitemaps - [XML Sitemap](https://jstriedinger.com/sitemap.xml): Contains all public & indexable URLs for this website. ## Pages - [Jose Rafael Striedinger](https://jstriedinger.com/) - Game engineer and designer from Colombia and award-winning entrepreneur and educator. - [Jose's yap corner](https://jstriedinger.com/blog/) - [About me](https://jstriedinger.com/about-me/) - ¡Hola!👋 I’m a hybrid Game Designer and Engineer from Colombia with over 7 years of experience in both web and game development. I’m also an award-winning entrepreneur and educator, founder of Colombia’s first game development bootcamp, Unity instructor at multiple universities, and creator of ARKDE, an e-learning platform backed by Epic Games in 2022. As ## Proyectos - [A Deep World](https://jstriedinger.com/project/deepworld/) - Main contributions Created a dynamic flocking system supporting 700+ agents at 60fps with Unity Job system and Burst Compiler Developed the enemy AI with behavior trees and Utility AI Theory so our predators react to player actions, patrol areas, chase player, search for them and even show frustration when player hides during a chase Created - [Shepherds](https://jstriedinger.com/project/shepherds/) - I was a Gameplay Designer; my main goal is to shape the desired game experience envisioned by the directors and leading our design team of five. Our objective is to make a twist on couch co-op experiences by making a musical adventure c-op game telling a story about enemies becoming friends. The project is a - [The Guardian](https://jstriedinger.com/project/the-guardian/) - Main contributions Directed a team of 15+ designers, engineers, artists and audio to deliver a demo showcased at USC Games Expo 2026 Ran weekly engineering and design meetings, assigning tasks on Notion and working with my Producer to make sure we meet milestones As the lead engineer and designer, I worked on multiple systems including - [Lovebird](https://jstriedinger.com/project/lovebird/) - [Sorelle](https://jstriedinger.com/project/sorelle/) - The Design Process Ground Pound mechanic Initially designed as a single action with 3 steps—an automated small boost, a freeze at the top where the character does an animation and then going straight down with force. You can see an illustration on the right. Playtesting showed players disliked the lack of control with the initial - [A Pigeon Tale](https://jstriedinger.com/project/a-pigeon-tale/) - The Design Process A point-and-click game loop Personally inspired by games like Botanicula and focused on accessibility, I designed and developed a point-and-click game loop where players explore the narrative through interaction and solve simple puzzles to progress. Environmental storytelling We wanted players to experience the story primarily through environmental exploration, which served as our - [Aku Aku 3D](https://jstriedinger.com/project/aku-aku-3d-modeling/) - [Our Last Meeting](https://jstriedinger.com/project/our-last-meeting/) - A part of an emotional story I wanted to create something emotional — and for me, nothing hits harder than the idea of loss, especially the loss of a parent. This Previs is just a small fragment of a larger story, a glimpse into a memory this woman is having. The plot is simple: a - [ARKDE platform](https://jstriedinger.com/project/arkde-lms/) - The Design Process Fixing a personal problem During my undergrad years in Colombia, there were no formal options to study game development, so I taught myself through pirated books and YouTube. I soon met others facing the same challenge and decided to do something about it. In 2015, I launched the country’s first game development