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Game Programmer

Location:
Valencia, CA
Posted:
June 13, 2025

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Resume:

Midori Sato

https://www.linkedin.com/in/midori-sato-94793a109

*************@*****.***

Technical Skills

Languages: C#, C++, Javascript

Software Experience: Unity Engine, Unreal Engine, Visual Studio, Rider, various art and source control programs. Game Programming: Object-oriented and compositional programming paradigms, .NET framework, character physics, RPG system design, Unity Editor scripting, vector math. Misc: Many miscellaneous experiments and small projects over the past two decades, across a variety of platforms such as Unreal Engine, Bethesda's Construction Kit and Creation Kit, Second Life, Game Maker, and others. Assorted additional experience: Computer Science, Source Control, Design Documents, Technical Design, Optimization, Refactoring Perforce, System Requirements, Debugging, Troubleshooting, Plastic, Git, GitHub, Microsoft Office, Word, Excel, Adobe Flash, Photoshop, GIMP, Paint.NET, Confidence, Leadership, Mentorship, Game Design, GaaS, Live Service, AI, Problem Solving, Communication, Formatting, Multi Threading, Multi-Threading, Multithreading, Templates, Exception Handling, SOLID, Interfaces, Blueprint, Quaternion, YouTrack, Jira, User Interface, Android, iOS, Switch, XBox, Playstation, PS4, PS5, PC, Economy, Infrastructure, Intuition Long Way Home - Principal Programmer (January 2022 ~ Present) Description: I am currently working as the principle programmer for an upcoming acrobatic car-combat/racing RPG called Resistor, which rose rapidly in the Steam wishlist rankings after each of its trailers. WayForward - Programmer (January 2019 ~ December 2021) Description: I’ve worked on a handful of games while at WayForward, the first being River City Girls. I joined in the latter half of the project’s development and had the opportunity to work with many different systems, fixing bugs, expanding functionality, finishing features, and making systems communicate better. The second project was Miraculous Crush, where I also worked on a wide variety of systems but with a primary focus on UI and VFX. In the process I learned a great deal about networking and database handling. The most recent project was Advance Wars 1+2: ReBoot Camp, an official remake of two Nintendo titles. My primary responsibilities on this project were to finish and maintain the battle scene system, build prefabs, and support the VFX department.

Sonic Utopia - Programmer (Early Demo 2016 ~ Present) Description: Sonic Utopia is an experimental Sonic the Hedgehog fan game that, overnight upon its release, became a permanent staple in conversations about the future of the franchise. It has been written about on Destructoid, Kotaku, Nintendo Life, Forbes, a French magazine, and even shared online by Sonic’s original programmer, Yuji Naka himself. Many have described Utopia as the “Mario 64 treatment that Sonic always needed”.

The gameplay is based around something I’ve been working on for many years; a universal theory of character control physics. Though this demo contained only one sandbox level, many players continue to report spending hours in the flow of motion. I’ve been gradually making major improvements, and recently re-created the movement model in Unreal’s Mover 2.0 system, which will serve as the basis for future personal projects.



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