Michael Reitmeyer Portfolio

Work Experience:

I've worked in the video game industry for over 25 years. In that time I've worked at 4 companies. First at Osiris Studios, then at Sony Computer Entertainment of America, then at Farsight Studios, and now at Intrepid Studios.

Over the past nearly 6 years I've worked at Intrepid Studios working on the MMORPG Ashes of Creation as a Senior Gameplay Engineer III. I've worked both as a generalist and a big part on the combat team. I've often been pulled onto other teams to help them when they were behind.'

In my 14.5 years at FarSight Studios, I've worked on numerous titles on various platforms. There are various games released by the studio (eg: Hotel for Dogs, Vacation Isle, and Brunswick Bowling) that, while I didn't work on them directly, my work in the engine, tools, and framework code was used in the development of said games.

Before FarSight Studios, I worked at Sony Computer Entertainment of America in the Network Platform and US Technology Group. These groups mostly focused on apps and software for various PlayStation related hardware.

And before SCEA, I worked for a small game studio Osiris Studios. I worked there as a Jr. Programmer doing various tasks. Essentially anything no one else wanted to do. Osiris Studios went out of business when the publisher, Acclaim, went bankrupt.


March, 2020 — Present Intrepid Studios, Inc. San Diego, CA and Remote

Senior Gameplay Engineer III on Ashes of Creation

  • Gameplay, Combat & Systems
    • Designed and implemented the core character stats system, supporting scalable MMO combat, progression, and balance.
    • Developed combat abilities, projectiles, and related gameplay systems in close collaboration with designers.
    • Implemented the skill tree system and currently refactoring it to support the augment/class system.
    • Developed gameplay systems including siege mechanics and AI features for summoner pet systems.
    • Implemented gameplay features including carriable world objects (crates) and fish holding tanks for the Sport Fishing system.
  • Tools & Pipelines
    • Built designer-facing tools to streamline ability creation, iteration, and debugging.
    • Created a standalone ability preview/playback tool allowing VFX and Audio teams to author and test effects without running the full game.
  • Cross-Team & Live Support
    • Assisted multiple teams outside of combat, including:
      • Narrative and questing bug fixes
      • NPC AI features and StateTree support
    • Helped deliver Alpha 1, Alpha 2 (Phases 1–3), and the Steam release.
    • Frequently pulled from primary responsibilities to help unblock delayed teams and ensure milestone delivery.

Sep, 2005 — Present FarSight Studios, Inc. Big Bear Lake, CA

Lead Pinball Engine/Gameplay and Lead Xbox 360/PC Programmer

Lead Programmer

Sr. Programmer

Mar, 2001 — July, 2005 Sony Computer Entertainment Of America Foster City, CA

Software Engineer

  • Co-Developed a new concept for an On Screen Keyboard, which is Patented. http://www.google.sc/patents/WO2004063918A2
  • Startup CD for release with Network Adaptor.
  • Worked on Native Broadband Navigator (NBN). A cross style menu system and media applications.
  • Worked on the NBN for PlayStation® 2 HDD and 64MB Memory Card and a version of the NBN for the PSX that shipped in Japan.
  • Worked on framework components. Memory card, remote control, texture, network and UI component libraries are some examples.

Oct, 2000 — Jan, 2001 Osiris Studios, Inc. Santa Cruz, CA

Jr. Game Programmer

  • Reported to lead programmer.
  • Big Wave Surfing (Unpublished) for PlayStation® 2.
  • Created Databases, Particle System, HUD, Some 3D graphics work.
Some of my work at FarSight Studios.