Sterling Rosario

Available to hire

Hi, I'm Sterling Rosario, a game developer based in Orlando, Florida.

About

Hi, I’m Sterling Rosario, a game developer based in Orlando, Florida. I specialize in Unreal Engine, Unity, and AI programming, building state-machine driven gameplay, dynamic lighting, and performance-optimized systems to create immersive experiences.

I’ve delivered polished, tech-heavy experiences through strong collaboration with artists and designers, leveraging Git, Perforce, Jira, and other tools to keep projects on track. I’m excited to contribute to ambitious games and grow with a talented team.

  • Joined December 2025

Industry experience

  • Gaming
  • Media & Entertainment
  • Software & Internet
  • Education
  • Professional Services

Projects · 1

Project FNAF is a free-roam survival horror game inspired by the classic Five Nights at Freddy’s franchise, reimagined in a fully explorable 3D environment. Players must monitor animatronics, manage limited power, and survive until 6 AM while completing tasks like cleaning and repairs all while avoiding jump scares in a tense, dynamic environment.

  • AI Developer
  • Developer
  • Game Designer
  • +6

Work experience· 4 roles

AI Programmer · Full Sail University (Project Portfolio VII)Apr 2025 – Present · 1 yr 8 mos

Developed and integrated complex AI behaviors for animatronic characters in Unreal Engine 5 using C++ state machines, managed GitHub version control for a two-developer team, engineered advanced lighting systems for multiple in-game environments, and applied matrix/vector/quaternion math to AI movement and pathfinding accuracy.

AI Programmer (FNAF Project) · Full Sail UniversityApr 2025 – Present · 1 yr 8 mos

Developed and integrated complex AI behaviors for animatronic characters in Unreal Engine 5 using C++ state machines, enhancing gameplay realism. Managed GitHub version control for a team of 2 developers, reducing merge conflicts by 30% and maintaining 100% build stability. Engineered advanced lighting systems (point, spot, directional, dynamic, ambient) for multiple in-game environments, improving scene realism and player immersion by 40%. Applied matrix, vector, and quaternion math to control AI movement, enabling unique behavior patterns and improving pathfinding accuracy by 30%. Collaborated with 3D artists to optimize Blender exports (GLTF/FBX to binary), reducing asset load times by 20% while preserving visual fidelity.

Gameplay Programmer · Full Sail University (Project Portfolio V)Jan 2025 – Jan 2025 · 1 mo

Implemented player behaviors using an Entity Component System in C#, designed and coded the game's Input Manager, and added wrap-around off-screen deletion and starfield wrapping to boost rendering efficiency by 80%. Maintained GitHub version control for a team of five developers and authored a 20+ page Game Design Document while coordinating Jira to manage workflow.

Gameplay Programmer · Full Sail UniversityJan 2025 – Jan 2025 · 1 mo

Education

Bachelor of Science in Game Development (B.S.) · Full Sail University2030 – 2025
Bachelor of Science in Game Development · Full Sail University2030 – 2025

Certifications and awards· 9

Adobe Illustrator Certified2030 – 2025
Adobe Photoshop Certified2030 – 2025
Microsoft Office Specialist2030 – 2025
Autodesk Inventor Certified2030 – 2025

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