Frank Force


Game development is one of my favorite things and I’m lucky to have been doing it professionally for over 20 years. Most of that time was spent working at large game studios in engineering, design and lead roles. For now I am focused on generative art and indie game development.

Professional Experience

Generative Artist, Killed By A Pixel

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


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

Selected Awards

  • “Batafuraiko” – JS1024 2021, First Place
  • “Space Huggers” – JS13kGames 2021, Eighth Place
  • “1Keys” – JS1024 2020, First Place
  • “Bogus Roads” – GDWC 2019, Second Place
  • “Dual Axis Illusion” – Best Illusion of the Year 2019, First Place
  • “Bounce Back” – JS13kGames 2019, Second Place
  • “Monster Mart” – Austin Education Game Jam 2019, First Place
  • “Squaresville” – Experimental Gameplay Project, 2013 Sifteo Winner
  • “Secret Formula” – Indie Speed Run 2013, First Place