The Archive
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Anthony Derossi
Game Programmer
Summary
Game Programmer & Studio Founder | 6+ Years Experience
Versatile programmer with 2 shipped titles across PC, PlayStation, Meta, and Pico VR. Founder of BrokenQuill, leading a 7-person team for 3 years through full-cycle development.
- Engineering: Hands-on experience in multiplatform and VR architecture.
- Production: Full Agile workflow management (sprints, milestones, team coordination).
- Business Operations: Complete studio management, including publisher & investor relations.
Experience
Founder & Sole Programmer · BrokenQuill
Apr 2024 – Present- 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
Programmer · NoxNoctis
May 2021 – May 2024- 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
Shipped & Notable Projects
NeuroCorp
Apr 2025 - On StandbyCyberpunk Horror Co-Op - PC
- Multiplayer networking/replication, gameplay mechanics, enemy AI, player progression
- Shipped a playable Steam Next Fest demo for up to 6 concurrent players
- Set up Steam integration, build pipeline, and GitHub version control
- Grew community to ~1,000 wishlists with zero marketing spend; pitched to publishers/investors
Fluffy Carnage
Nov 2024 - On HoldHack'n Slash Roguelite Action - PC
- Led a 7-person team as Lead Programmer while managing event logistics
- Coded core gameplay, enemy combat, and local 2-player co-op mechanics
- Built UE5 enemy AI with EQS for spatial queries and multi-height behaviors
- Integrated FMOD audio middleware and dynamic sound systems
OVRDARK
Dec 2022 – May 2024VR Survival Horror - PS5, PC, Meta, Pico
- Defined core gameplay architecture and mechanics (SOLID)
- Led VR feature integration: motion controllers, world interaction, animation
- Owned PS5 porting: SDK setup, builds, patching, QA
- Represented the project at GDC San Francisco and GDC Europe
- Mentored junior developers on Unreal Engine/VR workflows
Do Not Open
Aug 2021 - Nov 2022Escape Room Horror — PS4, PS5, PC
- Designed core gameplay, puzzle mechanics, and enemy AI behaviors (SOLID)
- Handled PS4/PS5 porting, performance optimization, and console compliance
- Maintained Jira/GitHub pipelines and served as main publisher tech liaison
- Onboarded, mentored, and supported new developers joining the team
Mr. Wonderful Planet
May 2021 - Aug 2021Mobile Casual Adventure — Android, iOS
- Programmed gameplay systems: pick-up enhancers, 3D movement, environment interaction
- Built the login system and in-app purchase (IAP) flow
- Led development of the "Pang" minigame end-to-end
- Refactored legacy code for maintainability
Skills & Toolkit
Languages: C/C++, C#
Engines: Unreal Engine 4/5, Unity
Focus: Gameplay systems, VR (PC, Meta, Pico), Multiplayer & networking, Production & tooling
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
Availability & Languages
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