Bob Rost
Portfolio
Crucible A multiplayer character based team shooter developed by Relentless Studios (Amazon Game Studios), released in 2020 on Steam. I was tech lead for accessibility, input, UI framework, player meta systems, and social features. Crucible game website | |
Breakaway (Stream+) Breakaway is a multiplayer PC game by Amazon Game Studios, announced at Twitch Con in 2016. I worked on a Twitch-enabled metagame called Stream+, which used live data from a Breakaway stream to create interactive polls and virtual currency gambling. Amazon Game Studios | |
Lumberyard A free AAA-quality game engine for developing PC, console, and mobile games. I worked with the engine team on usability studies, bug fixes, and gameplay component development. Amazon Lumberyard main page | |
The Unmaking A mobile game using cloud rendering and streaming to enable high resolution graphics and processor intensive gameplay on low-powered mobile devices. I provided engineering support for the launch version, and led development efforts for other unreleased versions. The game's servers have since been shut down. | |
Fire Phone games website Amazon Game Studios website relaunch, timed with public release of Amazon Fire Phone. I was the only engineer on the project to redesign, implement, and launch the Amazon Game Studios website for the initial launch of the Amazon Fire Phone, highlighting new games and adding support for mobile web browsers. Current website | |
Photo Agent A social game with a new take on image puzzles. I designed and developed cross-title support code, including backend server systems, client-server interaction and synchronization, and audio. | |
Living Classics A social game pioneering the moving-object genre. I designed and developed backend server code, the client-server interaction and synchronization framework, and various client-side support frameworks and visual elements. | |
Super Bride and Groom A retro-style platformer, originally released as a Flash game. I shared game design responsibilities, and implemented the entire game code and the advertising platform website. Play Online | |
Safety Training Center A learning management system website developed for Etcetera Edutainment's safety training games. I led the design of the site and maintained the database and software during initial product launch. Company Website | |
Electrical Safety Sim: Low Voltage A simulation video game to teach electrical safety to qualified electrical workers. I led the technical architecture design of the game, and implemented software to handle network connectivity and communication with the Safety Training Center learning management system website. Product Website | |
Forklift Safety Sim A simulation video game to teach forklift safety to industrial workers. I led the technical architecture design of the game, contributed heavily to the game design, and implemented approximately one third of the software code. Youtube Video | |
Bud Light Goalie Challenge A camera controlled game for the CrowdPlay platform, designed as one of two promotional games for Bud Light and played by customers in bars. I contributed to design and created the software framework that the game used. | |
Bud Light Zomboni A camera controlled game for the CrowdPlay platform, designed as one of two promotional games for Bud Light and played by customers in bars. I implemented the game software and led the other team members during production. | |
Robot Rebellion A camera controlled game for the CrowdPlay platform. This game was a re-themed release of Bud Light Zomboni. I led production of the new version. Product Website | |
Paper Plane A camera controlled game for the CrowdPlay platform. I designed the game and implemented all software programming for the game. Product Website | |
Turtaur Fun Time Explosion Line Wiggles A camera controlled game for the CrowdPlay platform. I designed the game prototype and implemented all software programming for the game. | |
Beach Ball Bonanza A camera controlled game for the CrowdPlay platform. I led technical design of the game, and oversaw on-site deployment for a live television broadcast with 40,000 simultaneous players at the T4 On The Beach music festival in Weston Super-Mare, UK. | |
Keepie Uppie A camera controlled game for the CrowdPlay platform, featured on England's popular television program "The Gadget Show". I led technical design and implementation of the game, implemented customization for our customer, and provided remote support while a co-worker oversaw on-site deployment of the game for crowds of 1500 simultaneous players at The Gadget Show Live in Birmingham, UK. Product Website | |
Newsbreaker Live A camera controlled game for the CrowdPlay platform, created as an MSNBC promotion during theatrical release of several high profile films. I led camera technology design and implementation, as well as the game's software architecture and implementation. Youtube Video | |
CrowdPlay A camera controlled game platform for large audiences. I led technical design of the platform, designed and implemented multiple games for the platform, and provided both on-site and remote support for deployment of several CrowdPlay game installations. Product Website | |
Operation Spy An interactive exhibit for the International Spy Museum in Washington, DC. We created two of the exhibit's twelve 5-minute experiences. I contributed heavily to the game design, created the game engine running the exhibit, defined hardware to be used for the museum kiosks, and led the software architecture and development. Exhibit Website | |
Alcoa SafeDock A multiplayer simulation game designed and created for Alcoa to teach loading dock safety to industrial workers. I contributed heavily to the game design, created the prototype game server and game client, and led software architecture and development of the final product. | |
Crucible Game Engine A game engine used by Etcetera Edutainment for its safety training video games. I created the software as a personal research project, sold it to the company, and led continued development of the software as it was used in a variety of products. | |
Ben Franklin's Ghost An interactive museum exhibit for the Lights of Libery Hall in Philadelphia, PA. I wrote the AI to determine proper video responses to questions that visitors constructed from a word bank, and also helped with the exhibit's installation in the museum. | |
Earth and Beyond A space-exploration massively multiplayer game. I developed metrics tools for the live development team, and created an updated design for the website. The game's servers have since been shut down. MobyGames Entry | |
Star Trek: Elite Force 2 A first-person shooter game set in the Star Trek universe. I maintained the level editor software and developed UI systems for the game. MobyGames Entry |
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