Anthony Derossi
Game Programmer
Actively looking for opportunitiesScroll to see the games I've built with my own studio, and the ones I've shipped working with other teams.
About Me

Hey there! I'm Anthony
I'm a programmer currently based in Spain. I've built and shipped games for PC, PS4, PS5, PS5 VR2, Meta, and Pico VR. I've been at the helm of my own studio, BrokenQuill, leading a team of 7 people for three years.
Leading my own studio has pushed me to be resourceful and take ownership beyond just code: production, funding, and the people side too.
You'll often find me
- Constantly building new projects
- Pitching the project to publishers and investors
- Mentoring newer developers!
Availability
Location
Valencia, Spain, open to relocating
Work mode
Open to remote, hybrid, or on-site
English
Advanced. Comfortable leading meetings and technical discussions
Spanish
Native
BrokenQuill Studio
The studio I founded and run together with my team, one build at a time.
Founder & sole programmer at BrokenQuill
- Founded BrokenQuill in April 2024
- Sole programmer for a team of 7-8 (art, VFX, animation, audio)
- Wearing every hat the studio needs: code, funding outreach, and event logistics
- Leading the team is something I genuinely enjoy, not just a byproduct of founding it
Two earlier concepts, Elegy of Shadows and Road to Ashes, were cut before launch after we judged their scope and market fit weren't there. Better to stop early than sink years into the wrong bet.
Contract & Team Work
Projects where I've taken on key responsibilities within someone else's team.
Programmer at NoxNoctis
- Worked at NoxNoctis from May 2021 to May 2024
- Core programmer on two shipped titles, from gameplay systems to PS5 and VR porting
- Owned builds, QA, and store setup on Steam and PlayStation for both games
- Acted as the main technical point of contact with publishers on both projects
Started out as an intern at NoxNoctis, programming gameplay systems for Mr. Wonderful Planet.
What I Work With
- Comfortable with agile methodologies day to day
- Lean on SOLID principles to keep codebases maintainable as a team grows
- Production, tooling, and publisher pitching aren't just from running BrokenQuill: I picked them up earlier, working on OVRDARK at NoxNoctis, and kept building on them since
- Also build VR, both for PC and for Meta Quest / Pico headsets
Languages
C/C++, C#
Version Control
Perforce, Git, Sourcetree
Project Management
Jira, Trello, Plane (app.plane.so)
Software
Photoshop, Blender, Android Studio
Engines
Unreal Engine 4/5, Unity
Want the full picture?
Grab my CV for the complete history, or reach out directly.

