Steve RiesenbergerDeveloper BIO
Work experience: Midway Games West Inc., Milpitas, CA (a.k.a. Time Warner Interactive, Atari Games Inc.)
2000 - 2002
Game Designer, Level Designer, Associate Producer
"Nitrocity" - PS2, Racing
* Authored initial 75 page Game Design Document
* Designed and built 7 prototype racing tracks
1999 - 2000
Game Designer, Level Designer, Associate Producer
"Hot Rod Rebels" - Arcade, Racing
* Designed 6 courses for this racing game
* Designed, modeled, scripted and tested dozens of spectacular stunts
1999
"War: Final Assault" - Arcade, First-Person Shooter
* Special thanks for game tuning feedback on this First Person Shooting game
1999
Game Designer, Associate Producer
"Rush: 2049, Tournament Edition" - Arcade, Racing
* Converted two consumer racing tracks for use in the arcade
* Helped develop and debug a real-time arcade tournament network with locations in the SF Bay Area and Chicago.
* Co-authored U.S. Patent 6,416,412: "System for remotely activating a sound in a game unit
1998 - 1999
Game Designer, Level Designer, Associate Producer
"San Francisco Rush: 2049" - Arcade, Racing
"Rush: 2049" sold over 5,000 units in the arcade, and over 150,000 consumer units on the Dreamcast and Gameboy Color.
* Designed and built four futuristic racing courses in 3D, complete with stunts and shortcuts
* Trained 3D world construction assistant
1998
Game Designer, Associate Producer
"Rush: The Rock, Wavenet" - Arcade, Racing
* Helped develop and test a real-time Arcade tournament network of over 50 games in dozens of locations in California.
1996 - 1997
Game Designer, Level Designer, Associate Producer
"San Francisco Rush: The Rock" - Arcade, Racing
"Rush: The Rock" sold over 3,000 dedicated arcade cabinets. Its consumer counterpart, "San Francisco Rush" sold over 500,000 units for the N64.
* Designed a high-speed race track based on Alcatraz Island
* Built shortcuts and stunts using 3D modeling software
* Converted consumer-built race tracks for use in the Arcade
* Created hundreds of textures from scanned photo reference including a 360 degree panorama
1996
"San Francisco Rush" - Arcade, Racing
"San Francisco Rush" sold over 10,000 units in the arcade.
* Implemented Time Bonus algorithm based on 8 levels of difficulty
1996
"Freeze!" - Arcade, Puzzle
* Special thanks for game play feedback on this puzzle game
1994 - 1996
Game Designer, Production Coordinator
"Primal Rage 2" - Arcade, Fighting
* Developed and created game design manual
* Co-authored Primal Rage Arcade Player's Guide with John Fisher at GamePro magazine.
* Managed stop-motion animation studio with two animators and one assistant
* Trained and managed two Image Processing Interns
1993 - 1994
Game Designer, Animator, Production Coordinator
"Primal Rage" - Arcade, Fighting
"Primal Rage" sold over 8,000 Arcade units and over 1,500,000 consumer units across 12 SKUs. It also generated $18M in ancillary markets, the most lucrative being an action figure toy line.
* Aided in game design, character design and game tuning
* Meticulous testing and debugging
* Assisted in AI and animation Scripting
* Batch and hand image processing of thousands of multi layer stop-motion animation stills for this fighting game
* Maintained stop-motion animation scheduling spreadsheets
* Catalogued art asset backups
* Co-authored U.S. Patent 5,519,826: "Stop Motion Animation System"
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Games CreditedBoom Blox (2008), Electronic Arts, Inc.
San Francisco Rush 2049 (2000), Midway
Primal Rage (1995), Time Warner Interactive, Inc.