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
Contact

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.