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    Alex Remotti

    Person » credited in 10 games

    Short summary describing this person.

    Alex Remotti last edited by AlexRemotti on 05/09/23 07:49AM View full history

    Alex Remotti started his carrier in 1997 by opening a company for virtual reality development named Virtual System. He developed multiple web and R&D projects, the most relevant being a Star Trek licensed mod for Duke Nukem 3D.

    In 1999 he joined Ubisoft Milan as a Game Designer. He worked on Formula 1 Racing Championship for Gameboy Color as the primary game designer and supported the design team for other projects like Rayman Arena (also called Rayman M) , Jungle Book (GBC), Donaldd Duck: Goin' Quackers (GBC), and Rayman (GBC).

    From 2001 to 2003 he worked on an RnD project for a streaming technology for Digital Identity (Sun Microsystem partner).

    From 2003 to 2011 he was the C.E.O. of Virtual Identity (Intel Partner), a console and PC game development company. The most relevant projects he developed are Terkel The Game (unpublished; based on the movie), Marvel Heroes Lamincards (unpublished), Pirate Party Wii/DS (unpublished), and Horrible Histories: Ruthless Romans (Wii/DS/PC).

    From 2011 to 2013 he was a contractor for multiple developers: Mimilab; Eve; Fiv5 Games; Novecento Games. He developed the engine and core tech for Xbox 360, Nintendo DS, PC and mobile games. Games developed during this period include Genial Football (PC browser), Wingers - Wings of Magic (PC), L'Enigmistica (DS), Fallen Angel (XBox 360 Indie), Pepita Up (iOS), Frame Fixer (iOS), and Furu Furu (iOS).

    He joined Ubisoft as a UI Technical Artist in 2013 and moved to Newcastle upon Tyne (UK). He worked on two Just Dance multiplatform products: Just Dance 2014 and Just Dance 2015. He later joined the team that worked on The Division and had the opportunity to work on many exciting parts, from UI to skills to vehicle and snow system. He also worked with a small core team on the core tech for the procedural Underground DLC.

    With the objective of working on R&D content and remote login UI/UX, he worked on the initial exploratory work for Atom Bank's online banking system.

    In 2017, Alex had the opportunity to join the Cloud Imperium Games team and work on multiple procedural systems. This compelling experience culminated into an on Stage presentation with Chris Roberts regarding the created toolset and the achieved contents used in the game (see "Star Citizen: CitizenCon 2947" in Related Sites). The procedural technology has also been presented with a story driven interview and posted to the public ATV channel (see "Star Citizen: The Process of Procedural Cities" in Related Sites).

    In 2018, he decided to move away from the UK with his family and his newborn and move to Canada, where he joined Rockstar. He worked on Red Deaad Redemption 2 and on core technology and pipeline for an unannounced title.

    In 2021, to help his family in Italy with some family duties he started working as a contractor and joined Codemasters and LiquidCube Game (NetEase partner). He worked on their procedural content pipelines with different scopes: consoles, mobile, racing games and open worlds, including Dirt Rally 3 (unpublished).

    At the end of 2021 he finally had the opportunity to go back to full time projects and joined Scopely as a Technical Art Director. He contributed to their pipeline updates in Unity and wrote a new PBR pipeline.

    In May 2022 he moved to a new position as Technical Art Director for Riot Games in League Studio team. He is currently holding this position.

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