Joshua Carlos Email and Phone Number
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I am versatile, a problem solver and I love a good challenge. I have been in the industry for 10+ years and shipped 5 AAA titles (GodFall, Star Wars: Jedi Challenges, Mafia 3, Dead Space 3 and Hunted: The Demons Forge). I have a Bachelors Degree in Video Game Art & Design from the Art Institute of Los Angeles. My degree and my thirst for knowledge led me to learn many other positions and programs, this allows me to communicate across the different disciplines clearly and easily. This has also given me the ability to problem solve and create prototypes quickly. I love to create games that push the envelope, are user friendly and fun.Thank you for your time,Joshua J. Carlos
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Indie DevHome
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Senior Technical ArtistCounterplay Games Mar 2024 - PresentUnannounced Co-Dev Project - 3P FPS - UE5 - 2024- Created Multiple types of destructible systems for different use cases using Data Assets and were procedurally generated- Made tool to swap StaticMesh with blueprint counterparts using Data Assets- Editor Scripts and Tools were created to streamline the Environment Art pipeline - Created Parent Lighting System to accommodate all light fixture styles with animations- Game/ VFX performance deep dive and used Excel to translate and display data- Created a Blueprint that could dynamically layout wires and tubes using splines- Used Chaos/ and Geo Scripting to generate destruction meshes- Created dynamic mesh particle systems that can be controlled by Data Assets through BP- Wrote Documents for each of the tools and performance evaluations in confluence -
Senior Technical ArtistCounterplay Games Apr 2022 - Mar 2024Unannounced - 3p FPS - OnHold - PC... - 2022- Designed a destructible system that gave the feeling of a "ReactiveEnvironment", allowing the player to shoot or cause environmental reactions to just about any object in the game- The "ReactiveEnvironment" was also made as a dormant system that did not require special actors to be placed in the scene and the artist can build levels entirely out of static mesh.- Procedurally generated blueprint class handled VAT animations to display each hit of damage- Worked closely with Design and Environment teams to make editor tools to streamline their process'- Made "Test" gameplay blueprints requested from Design to test quick and dirty gameplay solutions and grew into fully fledged optimized tech- Created Parent Lighting Blueprint, this gave artists the tools to make just about any type of light fixture and allow them to react when shot or interacted with- Procedural BP creation and instancing along spine- Made performance recording tools and analyzed weekly reports with excel- Presented Gameplay/Perf/Tools and Tutorials to the team on a regular basisAt Counterplay, we hit every milestone ahead of schedule and always delivered bug free and streamlined content.UE5, SCRUM Jira, SourceTree and Documented all tools and systems made -
Senior Technical ArtstCounterplay Games Mar 2020 - Apr 2022GodFall - PC, PS5, XBOne, PS4, XBXS - 2020- Optimized to run butter smooth on 5 platforms- Received Highest reward in company for contributions made to game- Created global system to add wind and movement to the environment: Braziers, Trees, Foliage, Character Capes and Banners through the shaders and BPs that reacts to limited character actions- Created Editor Tools and Scripts to Optimize/ Instantiate entire biomes- Worked closely with the Environment and Programming teams to develop pipelines that are least destructive and highly performant- Generate Proxy geometry for LODs and BGs, Project was PreNanite- Created performant fog/smoke planes that were easy to set up and use- Optimized Level Lighting/ Collision/ Shadows and Streaming in all maps using editor tricks- Procedural environment spline meshes- Investigated and Evaluated plugins and tools for the project- Made performance recording tools and analyzed weekly reports with excel- Presented Gameplay/Perf/Tools and Editor best practices to the team on a regular basisAt Counterplay, we hit every milestone ahead of schedule and deliver bug free and streamlined content.UE4, SCRUM Jira, GITHUB and Documented all Tools and Systems created -
Game Designer, Programmer, ArtistIndie Dev Jan 2012 - PresentPlan, Design, Play, Repeat. I love my industry and many others around it, work is play and play is work. I never stop creating and learning.- Created Item/weapon system that is multiplayer friendly and easy to create new child classes- Game/ Systems Design- Procedural Animation using Control Rig- Product Design- AI using Behavior trees- AI Learning models- OnShape- Ardunio
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Technical Artist/ Vfx Artist/ Shader ArtistBlind Squirrel Games Feb 2017 - Mar 2020Irvine, Ca, UsSonic Colors Ultimate - Remaster - Godot - 2022VFX and Shader Artist- Uprezed meshes, textures and UI for 90% of game- Recreated particle systems to match original- Created Materials/ Shaders used in particle systems and environments using HLSLDrifters: Loot The Galaxy - PC - UE4 - 2022VFX and Shader Artist- Base and Special VFX for characters and combat - Stylized VFX and Dynamic Shaders on Characters and EnvironmentOther - PC - Unity, Proprietary Engines and Tools - 2021Technical Artist- Shader scripts for AR App rendering vehicles in "XRay" animated- Editor/ Process stress testing and generate report -
Tech Artist/ 3D GeneralistBlind Squirrel Games Feb 2016 - Jan 2017Irvine, Ca, UsStar Wars Jedi Challenges (AR TD) - Disney/LenovoAR - 2017Level/Game Designer- Won the project with a awesome prototype made on a 4 person strike team- Designed all the levels for main game and DLC- Communicated with Lucas Film and Disney people to solidify designs while in cannon- Lead a team of 10 to complete and over deliver every milestone ahead of schedule- Balanced gameplay and level progressionMafia 3 - PC, PS4, XB360 - 2017Environment Artist / Technical Artist- Set Dressing/ Environment Art- Level Design with and without combat- Tech Art/ Optimization / Target mesh creation/modification used with the Enlighten(Radiosity) engine- Document creation and updating- DLC - Race track design and prototyping, game elementsPrototyping - Unannounced Project - 2016Tech Artist- Work closely with leads to ensure Level Designs and mechanics match the vision of the prototype- Mechanics and gameplay systems prototyping- Used UE4 Blueprints, and C# in Unity 3D- Created full map blockins that evolved constantly to fit the vision of the game- Gameplay testing and feedback analysis- Created prototypes quickly to ensure design flaws and milestones were met early. -
Programmer/ DesignerThe Global Game Jam Jan 2016 - Jan 2016San Luis Obispo, California, UsGlobal Game Jam 2016 - 2 days - team of 3.- Programming- Helped design -
Programming/ Art/ Design/ Project ManagerThe Global Game Jam Jan 2015 - Jan 2015San Luis Obispo, California, UsGlobal Game Jam 2015 - 2 days - team of 7.- Delegated tasks, oversaw production to ensure continuity.- Managed and implemented assets from all team members.- Spearheaded design and prototyped quickly using C# in Unity3D. -
Associate Level DesignerVisceral Games Sep 2012 - Dec 2012Redwood City, California, UsDead Space 3 - PC, PS3, XB360 - 2016Associate Level Designer- Worked closely with Leads and Level Designers to place pick-ups and interactive elements throughout game.- Used/ learned proprietary editor and Maya to fix bugs and refine enemy placement.- Updated subtitle database then implemented into the game and cutscenes.- Continuity and waypoint refinement (Nav Mesh) -
Scriptor / DesignerInxile Entertainment Dec 2006 - Apr 2011Tustin, California, UsHunted The Demons Forge - PS3, XB360 - Level Designer/ Scripter- Scripted and designed Chapter 2 , Chapter 6 (~20 levels) and helped design Chapter 1 using Kismet- Collaborated with the Design Team to coordinate, implement and problem solve new features and mechanics.- Create puzzles and side quests gameplay systems- Developed co-op elements and Boss encounters.- Created cinematics, level transitions and helped train the cinematics team and new scripters.Heist - console/PC, Canceled - Level Designer- Designed, tested, implemented and prototyped mechanics and features.- Scripted and designed 15 levels/missions and the areas surrounding those missions.- Delivered Demos and Milestones on time.- Designed and built multi-player levels -
TesterVivendi Universal Games Mar 2006 - Dec 2006Us- QA Tester - Scarface (XBox, PC, And Playstation ) M.A.C.H. (Psp), - Learned the ins/ outs of the QA testing cycle- enjoyed finding bugs and design flaws.- I quickly moved to speed play throughs when the debug menu was removed.
Joshua Carlos Skills
Joshua Carlos Education Details
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Art InstituteVideo Game Art & Design
Frequently Asked Questions about Joshua Carlos
What company does Joshua Carlos work for?
Joshua Carlos works for Indie Dev
What is Joshua Carlos's role at the current company?
Joshua Carlos's current role is Senior Technical Artst at Counterplay Games.
What is Joshua Carlos's email address?
Joshua Carlos's email address is jc****@****mes.com
What is Joshua Carlos's direct phone number?
Joshua Carlos's direct phone number is +131071*****
What schools did Joshua Carlos attend?
Joshua Carlos attended Art Institute.
What are some of Joshua Carlos's interests?
Joshua Carlos has interest in Paintball, Prototyping And Creating Games, Poker, Playing Games, Camping, Painting, Designing, Sculpting, Sketching, Diving.
What skills is Joshua Carlos known for?
Joshua Carlos has skills like Video Games, Level Design, Ps3, Game Development, Xbox 360, Kismet, Unreal 3, Console, Scripting, Game Design, Gameplay, Xbox.
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