Joseph Stambulic

Game Programmer


About Me


Hello! I'm Joseph Stambulic, but you can call me Joey!I'm a Game Developer and programmer dedicated to creating fun, engaging, and memorable experiences!Programming quickly became one of my passions ever since I started developing basic C++ projects. I'm a problem solver at heart, and there's always plenty to face in coding! I'm all for taking on new challenges and continually broadening my knowledge.

I have an Advanced Diploma in Game Development from Algonquin College, graduating in the class of 2025.

Skills & Accomplishments

Strong Proficiency in C++ / C#

Adept in Git
Collaboration

1.5 Years Unity
Experience

1 Year Unreal
Experience

Understanding of Jira for task management

Familiarity with Adobe Software Suite

Strong skills in 3DS Max

6x Honor Roll Recipient - Algonquin College


Contact


Art by Jaye Nguyen - 2024

Art by Jaye Nguyen 2024

Want to get in touch?You can contact me here!


Projects


Tales of Rodentia

September 2024 - April 2025TEAM LEAD | SYSTEMS PROGRAMMER | UI PROGRAMMER


Developed by a team of 11.

Tales of Rodentia is an Adventure 3D Platformer made as our capstone project!

Play as a jerboa named Bink, chosen by Mother Nature to bring balance back to the forest after the evil Rat-King King took control over the population.Utilize your magical transforming blade and natural mouse abilities to hop, swing, and whip your way through the forest and save Rodentia!

My Contributions


  • Implemented and maintained a robust saving system, spanning across dozens of scripts both for Player and general game progression (Save Files, Tutorials, Collectibles, Settings).

  • Created a dynamic event system for gameplay, cinematics, and story tied into the save system.

  • Designed and engineered all UI systems and menus with smooth user experience and ease of use always in mind.

  • Provided dynamic UI localization for multiple languages and control schemes.

  • Added full Gamepad support with action rebinding for both control schemes.

  • Created and continually updated a complex Game Manager and UI Manager.

  • Ensured basic settings and accessibility features were available in the game's options and persisted across scenes and game sessions.

  • Created and balanced the entire Merchant and Player Inventory system.

  • Created the Cutscene system for both in-game and story cinematics.

  • Created the Tutorial system and all corresponding functionality.

  • Created a Collectibles system which works across save files and adds replayability.

  • Designed the framework for all Player movement and physics.

  • Created all camera movement and collision systems; designing a dynamic enemy lock-on and camera re-centering inspired by Zelda.

  • Led and managed our team of 11 through the development process from prototype to a finalized product.

  • Followed efficient optimization methods both in code and in scenes.

  • Laid out and followed standards for organizing and commenting code.

  • Wrote and maintained a Game Design Document, Technical Design Document, and Module Design Documents.


Rocket Tanks

January 2024 - April 2024TEAM LEAD | GAMEPLAY PROGRAMMER | UI PROGRAMMER


Developed by a team of 7.

Rocket Tanks is an Action Arcade-style Competitive game with exaggerated physics!

Inspired by Rocket League, this game sets you in a Player vs. Player Deathmatch of up to 8 players. Select your tank and launch your way to victory!
Coordinate with your team, collect power-ups, and gain the advantage over your opponents!
Rocket Tanks is fully networked through Steam, utilizing the Spacewar API!

My Contributions


  • Successfully networked gameplay systems with Steam client integration.

  • Designed and built menus and player HUD UI.

  • Made an expandable power-up framework.

  • Allowed for various ammo types.

  • Created shaders for distinct Red and Blue team outlines on Tanks.

  • Led and managed our team of 7 through the development process from prototype to a finalized product.

  • Wrote and maintained UML and Module Design Documents for all major features.


Custom Engine

September 2023 - April 2024


A custom made Game Engine made in Visual Studio using C++!

Developed in our second year at Algonquin College, this engine framework is built on C++ and GLSL for lighting and meshes!For this, I created:- Shaders & Lighting
- Scenes / Scene Manager
- Entity Component System
- .obj Importing & Mesh Colliders
- Plane Mesh generation from Bitmap
- Camera Controller
- 2D Sprite Animator
- Procedural Map Generation
- Simple AI navigation using the A* pathfinding algorithm.
Utilizes Box2D and Guerilla Games' Jolt physics engines, along with ImGui for UI elements.