Penn Gaming Studios 2019 – Present
Manager, Software Engineering — Greenfield, MA
  • Manage client software engineering for web-based casino games: slots, cards, roulette, all interfacing with a real-money wallet.
  • Created and maintain the internal Slots Framework — a shared toolkit keeping common functionality consistent across titles.
  • Developed the Universal UI Framework (UUI) to ensure consistent user experience across all titles.
HitPoint Studios 2010 – 2019
Senior Engineer — Greenfield, MA
  • Nine years building AR and mobile experiences for clients including Niantic, Disney, Hasbro, Caesars/LINQ, Crayola, Warner Bros., PopCap/EA, Nokia/Dreamworks, and Universal Kids.
  • Created the HART SDK — a Unity abstraction layer supporting ARKit, ARCore, Wikitude, Vuforia, 8thWall/XR, and others from a single codebase.
  • Specializations: 6DOF AR tracking, real-time multiplayer networking, geolocation, device sensors.
The Lighthouse School 2018 – 2019
Software Engineering Instructor — Holyoke, MA
  • Taught 3 semesters of software engineering to high school students.
Persuasive Games (Ian Bogost) 2008
Programmer — Atlanta, GA
  • PC port of A Slow Year — integrated a full Atari 2600 emulator for Ian Bogost's BAFTA-nominated experimental title.
  • Airport Security / Snowglobe Collectible (iOS) — 3D physics snowglobe sim with geolocation-based unlocks and accelerometer shake.
Electric Sheep Company July 2008
Software Engineer — New York, NY
  • Managed code integration on a cross-platform (macOS, Linux, Windows) fork of the Second Life viewer, merging upstream Linden Labs changes into a proprietary client.
Golden Goose Games 2006 – 2010
Programmer — Amherst, MA
  • Casual PC game development for iWin and WildTangent. Ported sprite renderer to Direct3D; built particle system for weather and explosion effects.
Minerva Software 2005 – 2006
Programmer — Northampton, MA
  • Built the Prometheus Sales Training Simulator in Gamebryo — a real big-box retail environment with dynamic inventory and interactive customers.
  • Developed MFC tooling allowing non-programmers to script customer interactions via a flowchart interface.
Cyberlore Studios 2002 – 2005
Programmer — Northampton, MA
  • Console game development on Windows, PS2, and Xbox. Titles include Risk: Global Domination, Playboy: The Mansion, and Godzilla: Save the Earth.
  • Specializations: P2P networking via GameSpy SDK, voice chat, Xbox Live Aware SDK, cross-platform storage systems.

References available upon request.

Eric Ciocca Experience Details & Game Credits
Manager, Software Engineering · Mobile casino gaming (Cocos Creator, BabylonJS)
Larry's Legendary Gold
Slots · Cocos Creator · Slots Framework
Dollar Dollar Energy
Slots · Cocos Creator · Slots Framework
Hollywood Murder Mystery
Slots · Cocos Creator · Slots Framework
Wuji Dragon
Slots · Cocos Creator · Slots Framework
Neon Vault
Slots · Cocos Creator · Slots Framework
Piggy Chef Showdown
Slots · Cocos Creator · Slots Framework
Lucky Cat Baccarat
Cards · Cocos Creator
Space Bison
Slots · Cocos Creator
Barstool Roulette
Roulette · BabylonJS
Slots Framework — Cross-project toolkit of shared functions across all slots titles.
Universal UI Framework (UUI) — Shared UI component library for consistent UX across all titles.
Senior Engineer · AR & real-time networking for entertainment and retail clients
Gettysburg Battlefield AR
Programming Lead · Niantic Studios · 2020–2021
  • Prototype app showcasing Niantic's AR and Geolocation SDK.
  • Interactive tour guide and educational mini games.
  • Compete with other players to "catch" free-roaming soldiers and battlefield landmarks.
Bubble Planet
Programming Lead · Niantic Studios · 2020–2021
  • Bubble-popping puzzles on a real-world scale using AR and geolocation.
  • Gameplay variations based on weather and local popularity.
Explore Interactive MindLabs
Programming Lead · Explore Interactive · 2019–2020
  • Educational AR app with virtual gameboard; up to 4 students via Photon networking.
Color BlastAR
Programming Lead · Crayola / Google / Apple / Lenovo · 2016–2018
  • First-person shooter on Google TANGO with 6DOF AR tracking.
  • Ported to ARKit (iOS launch title) and ARCore; added Lenovo Mirage support.
Ellen's Game of Games — Buckin' Blasters
Engineer · Warner Bros · 2020
  • Created minigame integrated with app economy, security, and asset pipeline.
Play Caesars
Programming Lead · Caesars/LINQ Casino · 2018–2019
  • Mobile AR game with virtual board overlaid on a physical drink coaster.
  • Multiplayer "Beer Pong" synced via AR networking.
Aisle411 (Walgreens, DisplayData)
Engineer · Aisle411 · 2017–2019
  • Google Tango AR navigation, product location, and promotion in real-world stores.
Disney Magic Timer
Engineer · Disney Interactive / OralB · 2018
  • Extended AR minigame with ARCore/ARKit surface tracking.
Kody Kapow: Village Defender
Engineer · Universal Kids · 2017
  • AR minigame using HitPoint's HART camera-position tracking technology.
Dragon Adventure: World Explorer
Engineer · Nokia / Dreamworks · 2014–2015
  • Used Nokia here.com maps to procedurally generate levels from user location.
  • Social media integration; AWS caching for pre-processed level data.
Hasbro Drone R&D
Engineer · Hasbro · 2018
  • Autonomous drone navigation via IR beacons; hand-tracking flight control.
Plants vs. Zombies / Peggle / Peggle Nights / Solitaire Blitz
Engineer · PopCap / EA Games · 2013
  • Added challenge modes, extra content, and advertising to existing mobile titles.
Fate: Undiscovered Realms / The Cursed King / The Traitor Soul
Engineer · WildTangent · 2008–2011
  • Multi-dungeon architecture; modular content pipeline for artist/fan asset additions.
Other HitPoint titles
Engineer · HitPoint Studios
  • Build-A-Lot: Monopoly Edition, Build-A-Lot: The Elizabethan Era, Doctor Despicable's Dastardly Deeds, Marooned 2, Guardians of Magic: Amanda's Awakening, Marvel's Avengers: Run Jump Smash!, Bejeweled (Windows 8 port), Vikings: Raiders of Riches.
HART SDK — Unity-based AR abstraction layer supporting ARKit, ARCore, Wikitude, 8thWall/XR, Vuforia, and others; 6DOF tracking, surface detection, image recognition.
Programmer · iPhone (Xcode / OpenGL ES) · PC
A Slow Year
Programmer · PC Port · 2010
  • Integrated a full Atari 2600 emulator for Ian Bogost's BAFTA-nominated experimental game, originally written in 6502 assembly.
Airport Security / Snowglobe Collectible
Programmer · iOS
  • Collectible snowglobe app; geolocation-based unlocks at real-world airports; accelerometer-driven 3D snow physics.
Programmer · Windows (Visual Studio)
Garden Defense
Engineer · iWin
  • Ported 2D sprite system to DX3D surface rendering; built particle system (wind, rain, explosions).
Blasterball 2 & 3, Polar Bowler, Polar Golfer, Shooting Stars Pool
Engineer · WildTangent
  • HOT (HTML-on-Texture) library integration; server-distributed advertising.
Chrysler Golf Challenge
Engineer · WildTangent
  • Centralized notice config, tournament levels, live score leaderboard.
Underwater Adventure
Engineer · WildTangent / Wanako Games
  • Windows screensaver mode; load-time investigation and fixes.
Programmer · Windows (Gamebryo / MFC)
Prometheus Sales Training Simulator
Programmer · Minerva Software
  • Gamebryo-based platform modeling real big-box retail with dynamic inventory and configurable layouts.
  • MFC flowchart tooling for non-programmer scripting of customer interactions.
Programmer · Windows, PS2, Xbox
Playboy: The Mansion
Programmer 2 · PS2 / Xbox / PC · 2004
  • Gameplay, model placement, character conversation systems.
  • Photo-shoot image system scaled across PS2/Xbox/PC storage limits.
  • Implemented Xbox Live Aware SDK.
Risk: Global Domination
Programmer 1 · PS2 · 2003
  • UI, 3D model animation, P2P network play via GameSpy Peer SDK / SNSystems NDK.
  • Voice chat via Logitech USB headset and GameSpy Voice SDK.
Godzilla: Save the Earth
Programming Consultant · Pipeworx / Cyberlore · PS2 · 2004
  • Consulted on GameSpy online multiplayer implementation.