Making Code Happen

Work

Frank Force

frankforce@gmail.comwww.frankforce.com

Summary

Videogame development is one of my favorite things and I’m lucky to have been doing it for 30+ years. Much of my career was spent working at large game studios in engineering, design and lead roles. For now I am focused on experimental game dev, generative art, and community building.

Professional Experience

Independent Developer, Killed By A Pixel

Technical Director, Rooster Teeth

September 2017 to July 2018, Austin TX

  • Worked on “Vicious Circle”
  • Designed and coded weapon and gadget systems
  • Developed 1st and 3rd person animation systems
  • Provided technical support and guidance
  • Assisted with design and art direction

Lead Engineer, Certain Affinity

July 2014 to September 2017, Austin, TX

  • Worked on “DOOM, “Mafia III”
  • Collaborated with id on DOOM’s multiplayer
  • Developed hack module, progression and awards systems
  • Implemented game modes and game mode UI
  • Managed other engineers
  • Assisted with hiring and interviewing candidates
  • Provided technical support and guidance
  • Worked on several unannounced projects

Contract Developer, Sifteo Inc.

January 2013 to October 2013, Austin, TX

  • Shipped “Wildflower” 2013, a game development kit and engine
  • Created “Squaresville” 2013, an original action adventure puzzle game
  • Created design document and artwork for original game concept
  • Worked directly with publisher to meet all milestone deliverables on time
  • Built a powerful custom game engine to run on very minimal hardware
  • Hired and managed a musician to write original music score
  • Developed several other prototype games for Sifteo Cubes

Senior Engineer, LightBox Interactive

August 2009 to August 2012, Austin, TX

  • Shipped “Starhawk” a PS3 exclusive multiplayer shooter
  • Worked on two major title updates and many incremental hotfixes
  • Responsible for all weapons and assisted with their art/design
  • Hooked up networking for various systems to work in multiplayer
  • Developed SPU cloth simulation and some other special effects
  • Worked with artists to implement most of the HUD and UI elements
  • Developed turrets and many other gameplay systems

Software Engineer, Volition

October 2005 to November 2007, Champaign, IL

  • Worked onRed Faction: Guerrilla” for Xbox 360 and PS3
  • Developed weapons and player control system
  • Implemented and tweaked vehicles using Havok
  • Converted gameplay and animations from 1st to 3rd person
  • Worked on small team to design and build studio wide UI solution

Software Engineer, Midway Games

January 2003 to June 2004, Chicago, IL

  • Shipped “Psi-Ops: The Mindgate Conspiracy” for PS2 and Xbox
  • Developed weapons system and implemented all weapons
  • Designed AI behaviors and combat logic
  • Wrote graphics shaders and other programming for Xbox port

Software Engineer, Hypnotix

February 2001 to November 2001, October 2002 to December 2002, Little Falls, NJ

  • Shipped “Outlaw Golf” for Xbox
  • Shipped “Deer Avenger 4” for PC
  • Worked on “Outlaw Volleyball” for Xbox
  • Implemented controls, animation, AI, HUD, and sounds
  • Wrote custom pathing system for AI
  • Helped design 3rd person combat gameplay
  • Developed studio wide particle sim and created special effects

Web Developer, Netsmartz

June 2000 to December 2000, Rochester, NY

  • Created a large scale online order tracking system for Global Crossing
  • Developed active server report pages with SQL and VBScript

Web Developer, PLH

June 1999 to August 1999, West Chester, PA

  • Shipped “Paracalc” for Windows, a heat transfer calculations program
  • Developed dynamic web pages and windows apps for clients

Professional Videogame Credits

  • “Vicious Circle” , 2019 – PC
  • “DOOM” , 2016 – PC, PS4, and XB1
  • “Mafia III”,  2016 – PC, PS4, and XB1
  • “Wildflower”, 2013 – PC
  • “Starhawk”, 2012 – PS4
  • “Red Faction: Guerrilla”, 2009 – PC, PS3, and Xbox 360
  • “Psi-Ops: The Mindgate Conspiracy”, 2004 – PC, PS2 and Xbox
  • “Outlaw Golf”, 2002 – PC, Xbox and Gamecube
  • “Outlaw Volleyball”, 2003 – PS2 and Xbox
  • “Deer Avenger 4: The Rednecks Strike Back”, 2001 – PC

Generative Artwork

Education

B.S. in Computer Science, Rochester Institute of Technology

September 1997 to June 2002, Rochester, NY

  • Focus on Computer Graphics, Artificial Intelligence, Physics, Math, and Art

Technical Background

  • Code: JavaScript, WebGL, HTML, CSS, C/C++, WebGL, DirectX
  • Tools: UE4, Visual Studio, GitHub, SVN, Web 3.0

Awards and Recognition

  • “Dual Axis Illusion” – Best Illusion of the Year 2019, First Place
  • “Monster Mart” – Austin Education Game Jam 2015, First Place
  • “Squaresville” – Experimental Gameplay Project, 2013 Sifteo Winner
  • “Secret Formula” – Indie Speed Run 2013, First Place
  • “Bogus Roads” – Game Dev World Championship 2019, Second Place
  • “Bounce Back” – JS13kGames 2019, Second Place
  • “Space Huggers” – JS13K Games 2021, Eighth Place
  • “Dr1v3n Wild” – JS13K Games 2024, Eighth Place
  • “1Keys” – JS1024 2020, Overall Winner
  • “Batafuraiko” – JS1024 2021, Overall Winner
  • “Lu1ky Pinball” – JS1024 2023, JS Winner
  • “Ant1k Attack” – JS1024 2025, Overall Winner

Talks