Joe Sugerman

Programmer. Developer.

Welcome!

Thanks for checking out my site!

For those who don’t know me, I’m a programmer and developer.

Currently, I work as a Workforce Coordinator while I work on personal projects on the side to continue to learn and grow.

The last major project I completed was Super Ballot Battle which is a 4-player battle arena where the object is for players to shout at voters to collect votes and become the mayor.

My current project is creating a turn-based battle system. Within this system, I’m focusing on using scriptable objects in Unity to make it easy for designers to create characters and attacks without the need for any programming knowledge.

Programming

Programming Paradigms

I’m experienced with multiple styles of programming ranging from Object Oriented to Data Oriented to Functional, allowing me to adapt to all projects types.

Languages

C#, C++, CSS, HTML, VBA

Data Analysis

One of my areas of expertise is data analysis.  Using VBA, I’ve been able to apply my programming knowledge to build reports that allow me to quickly and accurately validate and analyze large pools of data.

 

Game Development Projects

Super Ballot Battle

Company: Odd One Out Games

Duration: 8 months

Programming Language: C# (Object Oriented)

Role: Lead Programmer.  Designer, 3D modeler, QA

Description: Super Ballot Battle is a 4 player battle arena where the object is for players to shout at voters to collect votes and become the mayor

As a part of a team of 7, I helped develop the 80-page game design document to be used as a guide for production.  My primary role during production was the programming lead.  I coded and implemented the enemy AI using Finite State Machines to control how voters acted towards each candidate.  This controlled how they reacted to each candidate, either running away, staying and waving, and updating their allegiance when captured by a candidate.  As well, I coded the spawn manager to control voters populating in the town.  On top of my responsibilities as program lead, I also helped as extra 3D modeler.  I modeled the terrain and other 3D assets.

 

Ubisoft Toronto NEXT 2020 - Programming Competition

Duration: 56 hours

Programming Language: C++ (Object Oriented)

Description: For the programming portion of the Ubisoft Toronto NEXT 2020 competition, we were tasked with recreating the 1981 game Tempest.  We were provided the API we’d be using a month before the competition and the challenge brief was provided the weekend of the competition. While we had time to look over the API, we didn’t know what we’d be building prior to that weekend.

For my game I stayed true to the original format of the game.  The player can move around the level clockwise or counterclockwise one column at a time trying to shoot three types enemies before they reach the end of their column.  I added in the ability to jump to the direct opposite side of the level using the bumper buttons to add an additional movement ability.

 

Unwanted Guest

Host: Global Game Jam 2019

Duration: 48 hours

Programming Language: C# (Object Oriented)

Role: Programmer, Designer, QA

Description: For this game I was part of a team of 6 and tasked with creating a game over a weekend.  We made a single player defense game where the player uses guns, grenades, and various traps to defend their home and family from waves of zombies.

My main role was coding a wave manager and the enemy AI.  The wave manager controlled the amount of enemies that spawned and the timing of the waves.  The enemies were built to have simple AI so they could make decisions between which fences to break down and whether or not to attack the house or player.   The enemies pathfinding was done with the NavMesh within Unity. 

 

Talos 2047

Company: Obscura Entertainment

Duration: 4 Months

Programming Language: C# (Object Oriented)

Role: Programmer, Designer, QA

Description: A single player 2.5D stealth side-scroller where the player must sneak through an abandoned research facility while avoiding the turrets and enemy AI defense system.

My main role was coding the turret AI to recognize players within sight and shoot if locked onto the player.  I also designed, and coded the final scene including the in-game cutscene and final chase sequence.

 

Work Experience

Workforce Coordinator

Sitel / Aug 2013 – Present

 

  • Brought in as a reporting expert for Sitel Global, creating/implementing a reporting process using VBA modules to analyze and validate data for over 100 sites worldwide.
  • Work in tandem with clients and Operation Managers to provide analysis of staffing, schedules and KPIs to identify and create service-minded solutions to possible risks
  • Analyze various data sets to create clear and informative reports for clients, site directors and operation managers to help effectively manage and achieve short term and long term goals
  • Assist with training and knowledge transfer of best practices for new Workforce Coordinators
  • Manage staffing, schedules and call volume for multiple clients and lines of business
  • Provide real-time insights to Operations to drive daily performance

Mentor

Sitel / Aug 2010 – August 2013

 

  • Assisted new hires transitioning from training to live environment by providing continuous support and training in technical tools and platforms resulting in reduced attrition
  • Consistently provided service-minded guidance and support to tenured agents ensuring calls were handled within proper guidelines and reduced stress on agents during calls
Education

Advanced Diploma in Game Development

Niagara College / September  2016 – April 2019

  •  Awards & Honors: Niagara College Scholar Award

 

Bachelor of Physical Education

Brock University / September 2006 – July 2010

 

 

Contact Info

Joe Sugerman – Programmer. Developer.

Thanks again for checking out my site! If you want to get in touch you can reach out to the email below.

Email: joesugerman@gmail.com

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