# Peter Rosa > Software Engineer at WGT Location: San Francisco, California, United States Profile: https://flows.cv/peterrosa Game Developer & Technical Artist I have worked at various capacities, ranging from 3D Artist, Tools Programmer, Lead Programmer, Technical Artist, Level Designer. I wear many hats and I'm a firm believer of getting the job done, even if it means you are doing it for others. Big believer of taking tasks by the horn and doing the best job you can with what you have. I enjoy mostly working in the casual/mobile space. Have a strong understanding of Unity3D. I enjoy being a creative problem solver but at the same time being practical as well. What matters is the end user product to me. Making fun and engaging games. Specialties: Unity3D, Flash, ActionScript, Java, XML, Python, Mel Scripting, Maya Interface Development, OpenGL SDK, DirectX SDK, Visual Studio C++, FlashDevelop, TorqueScript ## Work Experience ### Software Engineer @ World Golf Tour Jan 2014 – Present My role is that of a generalist on the client side of World Golf Tours for mobile platforms. Ranging from gameplay, application flow, helping to service client to server requests and updates. We'd work with the product team and server engineers to handle the variety of updates to our mobile application, which is played by hundreds of thousands of players worldwide. - Help to port over the existing iOS project to the Googleplay Platform - Integrated a variety of 3rd party tools and technologies (analytics, advertisement, crash reporting) - Developed a subset of our multiplayer feature on mobile ### Lead Unity Developer @ Planet Toccer Inc. Jan 2013 – Jan 2014 Lead game developer on various projects. Managed and developed the framework to the application. Integrated and at times developed our plugins for various games. Including In app purchasing, analytics, social/marketing channels. Maintained and stabilized builds for deadlines and showcasing to various clients. Worked with designers/staff on technical issues and decisions, scope of development. ### Middleware Developer @ Planet Toccer Inc. Jan 2013 – Jan 2013 Developed our UI system as well as developed our interface to handle data from the servers. Worked with the backend engineer to develop a system where users can save, alter and update their avatars. ### Game Programmer & Technical Artist @ Skunk Studios Jan 2006 – Jan 2013 | San Francisco, CA Design and develop games using various different platforms (including Flash ,Torque Engine, Unity3D ) Extend and develop current tools and platforms for efficiency and faster development of projects. Lead Programmer with all Flash related material at Skunk Studios. I developed our rendering and game engine utilizing Flash technology, for faster performance as well as aiding artists to use existing Flash tools. Built the framework to handle assets to be loaded real-time or embedded into the application. The resulting assets can then be converted to bitmap graphics or left as vector graphics depending on the need. Handled development of external tools to aid on various phases of game development, particle effects, level layouts, etc. I also work as the Lead programmer on all Unity3D projects. As well as a Technical Artist, developing shaders, setting up out assets, workflow, and various other tasks to help with the efficiency developing our games. Released titles: Title: Ballot Boxer (iOS, Android) Publisher: Skunk Studios Role: Lead Programmer Title: Gutterball Goldenpin Bowling (iOS, PC, Mac, Android) Publisher: Skunk Studios Role: Lead Programmer & Technical Artist Title: King of Thieves (PC, Mac) Publisher: Big Fish Games Role: Technical Artist, 3D Artist, Level Designer Title: Flux Family Secrets (PC, Mac) Publisher: Big Fish Games Role: Technical Artist Puppy Stylin' (PC,Mac,Web) Publisher: Big Fish Games Role: Lead Flash Programmer QBeez Online (Web) Publisher: Skunk Studios, Whirled Role:Lead Flash Programmer Restoriong Rhonda (PC/Mac) Publisher: Real Arcade Role:Programmer ### Prototype Programmer [Internship] @ Skunk Studios Jan 2006 – Jan 2006 Developed game prototypes for testing and future expansion. Aided in design and mechanic of prototypes. ## Education ### Bachelors of Science in Visual & Game Programming Art Institute Of San Francisco ## Contact & Social - LinkedIn: https://linkedin.com/in/peterrosa --- Source: https://flows.cv/peterrosa JSON Resume: https://flows.cv/peterrosa/resume.json Last updated: 2026-04-10