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Brice Roland

Los Angeles, CA · (972) 998-3134 · BriceARoland@gmail.com

I'm a software engineer with more than a decade's experience specializing in gameplay systems and tools. While I specialize in Combat Systems and Game flow, I pride myself in my versatility. I've worked with UI/UX, Game AI, Online Architecture, Live Platform Deployment, and more.

If you'd like to talk shop about any of these experiences, reach out about employment opportunities (I'm open to relocation), or to simply exchange BBQ recipes, let's chat!


Experience

Skybound | QuarterUp Games

Gameplay Engineer

2024 - 2026
Invincible Vs. (Unreal Engine)

Fighting games are near and dear to my heart and working on Invincible Vs. was no different. Within the small and adaptable team, I was a key contributor to the game's mode and tool infrastructure focusing on elements that expedited designer iteration and player learning. I was the primary dev behind its game AI systems and internal/external practice tools. In doing so I authored UI/UX widgets, engine commands and data utilities, and a modular component that could be attached to any match for easy access to a "Training mode" tool suite.

I also authored the primary mode flow used throughout the game, allowing engineering to streamline game mode creation. This "Mode Manager" allowed relevant data and UI to persist across the lifetime of player-facing modes, even during world transitions or network travel.

Playstation | Visual Arts Group

Senior Gameplay Engineer

2021 - 2023
The Last of Us Pt. I (Proprietary Engine)

In the series' Part 1 remake, I worked closely with the game and AI systems, focusing primarily on accessibility and immersion. I worked closely with the design team to expand on iterative game AI behaviors, ensuring coordination and fairness in the underlying knowledge dispatcher. Aside from AI, I was heavily involved in the weapons systems of the game, working especially often with the bow & arrow - providing animation support, legacy features from the original game (such as in-game arc trajectory vfx), and homing/lock-on features that improved accessibility.

The Last of Us Pt. II Remastered (Proprietary Engine)

My main focus was prototyping and exploring innovative ways to play the game. I was the engineer spearheading the creation of the eventual Chronological mode feature, reordering the game's event progression to be portrayed linearly. This proved to be a delicate process, requiring new methods of tracking completed checkpoints and caching/preloading assets for seamless progression and to uphold the series' cinematic quality standard.

Activision | Sledgehammer Games

Multiplayer Gameplay Engineer

2016 - 2020
Call of Duty: World War II (Proprietary Engine)

During the pre-launch dev cycle of WWII, I worked primarily with the weapons systems, animation, and game AI specific to the multiplayer modes. Some of this included supporting systems to spawn and coordinate AI agent scorestreaks (such as paratroopers), proving a weapon inspect feature for players to flex their cosmetics, and iterating on core navigation systems that improved prone movement and corpse animation/ragdolling.

Post-launch, I rapidly expanded my skillset to support the live game. I regularly performed content deployment, integrating bugfixes and content into patches and pushing it live to players across the globe using our in-house deployment systems. I continued to expand on features and regularly monitored and collaborated on fixes and improvments based on player feedback.

Call of Duty: Vanguard (Proprietary Engine)

My time on Vanguard was primarily the ideation and iteration on a playable prototype that later became the Arms Race mode. With a goal to allow small-scale player level creation, I expanded the feature-set of our interactive in-game actors and allow them to spawn dynamically in-game.

My Resume

Background

Education

University of Southern Califonia
Viterbi School of Engineering

B.S. Computer Science, Games

2012 - 2016

Programming Languages & Tools

  • Engines: Unreal Engine, Unity, Proprietary
  • Languages: C++, C#, C, Objective-C, Lua, Lisp
  • Additional Software: Perforce, Git, Autodesk Maya, Blender, Adobe Photoshop, Jira

Interests

A huge inspiration for my interest in game development has been my love for its competition. I follow competitive gaming and eSports closely, especially the fighting game genre. I've competed and play regularly, and the strategies and excitement of it all has captivated me for years.

I'm also a foodie and home chef with a soft spot for southern barbecue and cold brew coffee. Any food truck outings I make are alongside my spoiled mini sheepadoodle pup, Mako. I'm also an avid hiker, traveling to several national parks over the years with plans to visit many more.


Contact

Email

BriceARoland@gmail.com

Phone

(972) 998-3134

Let's Chat!