Rocco Markese

Rocco Markese

Senior Designer, Tech / 20 yrs

Chicago, IL, United States

Hire Me
Dedicated and self-motivated professional with vast experience as a Developer and Designer looking to advance in the video game industry - determined to evolve and take the next step in my career development by continuously pursuing increased responsibilities.
Work History
  • Senior Designer, Tech

    NetherRealm Studios

    January 2024 - Present
    Chicago, IL, United States
  • Senior Designer

    NetherRealm Studios

    December 2020 - January 2024
    Chicago, IL, United States
  • Designer

    NetherRealm Studios

    January 2012 - December 2020
    Chicago, IL, United States

    Designer, Mortal Kombat X
    • Implemented and maintained numerous fighting-game characters.
    • Lead diverse systems, including: Cloth, IK, and Projectile Callbacks via scripting.
    • Supported Cinematic Artists on various Intro, Fatality, X-Ray, and Victory cinemas.
    • Worked to increase communication by collaborating cross-discipline on many issues.

    Designer, Injustice: Gods Among Us
    • Designed and implemented various fighting-game characters.
    • Directed motion capture shoots for numerous attack and movement ideas.
    • Maintained game systems, including: Cloth, IK, Callbacks, and miscellaneous bug fixes.
    • Supported Artists with various background interactions, both functional design and location.

  • Systems Designer

    Day 1 Studios

    July 2009 - December 2011
    Chicago, IL, United States

    Systems Designer, Undisclosed 3rd Person Action/Stealth Game
    • Created and maintained systems design documents for project development.
    • Designed stealth-based detection, AI response, and game-play systems.
    • Lead development of AI and enemy design for the entire project.
    • Streamlined processes and pipelines for designing combat encounters.
    • Tuned AI sensors, behaviors, and weapon mechanics for combat.

    Systems Designer, F.3.A.R.
    • Designed and implemented numerous mini-boss fights.
    • Helped develop a better overall design toolset for current project and long-term needs.
    • Supported game-play systems, including: AI, Generative Scare, and Vehicles.
    • Supported Level Design with various combat encounters, both placement and tweaking.
    • Worked cross-discipline to increase communication by organizing discussions and meetings.

  • Designer

    Midway Games

    February 2003 - May 2005
    Chicago, IL, United States

    Designer, Stranglehold
    • Brainstormed fresh, compelling, and fun ideas for a next-gen game.
    • Created and maintained design documents for proto-type development.
    • Research and development on new tool sets and game engines.
    • Researched similar games in the same genre.
    • Streamlined processes and pipelines for designing levels.

    Level Designer, PSI-Ops: The Mindgate Conspiracy
    • Created and maintained design documents for game systems.
    • Designed and placed layout of generic/scripted AI and objects.
    • Designed and implemented scripted events, using scripting tools.
    • Supported development for a better overall design toolset.
    • Tested and debugged game-play problems and issues.

Education
  • Computer Engineering Technology

    DeVry University

    September 2007 - December 2011