Technical Director • Game Industry Veteran

Michael P. Riccio

Three decades shipping hit titles — from Twisted Metal and Deadpool to AI-powered gaming experiences.

About

Engineering Leadership
That Ships Games

I'm a hands-on Technical Director with deep expertise leading engineering teams toward the on-time delivery of high-quality entertainment software. My career spans console generations — from PS1 through PS4, mobile platforms, and cutting-edge WebGL — across studios like Sony, High Moon Studios (Activision Blizzard), Jam City, and beyond.

I specialize in architecting, implementing, and optimizing game features while building teams that thrive. Whether it's designing combat AI systems, mentoring engineers, or driving Agile workflows, I bring a collaborative leadership style that balances technical excellence with creative vision.

C#C++Unity3DUnreal EngineAI SystemsCombat DesignTeam LeadershipAgile/ScrumPS1–PS4MobileWebGL

Patent Holder — Primary inventor on US Patent 2007/0004481 A1: Position/Player-Specific Gameplay.

Education — BS, Computer and Systems Engineering, Rensselaer Polytechnic Institute (RPI).

Portfolio

Featured Projects

Click any project to expand details. Videos available for select titles.

Media Coming Soon

LA Times GameLab

WebGL

LA Times Studios (Nant Media) • 2025–2026

Director, Technical (Games)

Led a team of 5 engineers, 2 artists and a producer through rapid prototyping of newspaper-oriented game concepts. Advanced the cutting edge by conceiving and implementing innovative prototypes based on LLM AI. Published three beta implementations on the LA Times GameLab site.

UnityWebGLLLM AIPrototyping
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Media Coming Soon

MythWalker

iOS / Android

Nant Games • 2022–2025

Technical Director

Led a 15-person engineering team from mid-development through soft launch and full release. Provided hands-on technical leadership across feature implementation, optimization, refactoring, and code reviews. Partnered with Production on roadmap planning and Agile sprint management.

UnityMobileAgileTeam Lead
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Media Coming Soon

HGTV: MyDesign

iOS / Android

Jam City • 2018–2022

Associate Technical Director

Led an 8-person engineering team from prototype through near-final release. Architected hierarchical state-machine systems, dynamic asset pipelines, and hybrid photorealistic rendering. Completed Engaged Leadership Training Program.

UnityMobileState MachinesRendering
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Drawn to Death

PS4

Bartlet Jones Supernatural Detective Agency • 2013–2018

Chief Technology Officer

Directed technical and production aspects of gameplay design and development. Delivered the PS4-exclusive title on schedule, meeting all milestones and submission deadlines. Recruited, managed, and mentored an 8-person engineering team.

UnityPS4CTOJenkins CI
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Deadpool

PS3 / Xbox 360 / PC

High Moon Studios (Activision Blizzard) • 2006–2013

Lead Programmer

Led a 6-person programming team from prototype through completion. Designed and implemented the core melee and ranged combat system with hit reactions, animation sync, and custom editor tools. Enhanced an advanced Hierarchical Task Network (HTN) AI system.

Unreal 3Combat SystemsHTN AITools
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Transformers: Dark of the Moon

PS3 / Xbox 360

High Moon Studios (Activision Blizzard)

Lead Programmer

Enhanced and optimized the Goal Oriented Action Planning AI engine, developing engaging and realistic NPC behaviors. Expanded player-controlled Transformers with new weapons, abilities, and a Stealth Force strafing combat mode.

Unreal 3GOAP AIGameplay
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Robert Ludlum's The Bourne Conspiracy

PS3 / Xbox 360

High Moon Studios (Activision Blizzard)

Lead Programmer

Managed a team of 8 programmers through Alpha, Beta, and Final Release, delivering 9 product SKUs on schedule. Created NPC character behaviors based on Hierarchical State Machine AI Engine.

Unreal 3HSM AITeam Lead
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Media Coming Soon

Twisted Metal 3 & 4

PS1

Sony Computer Entertainment America • 1995–2000

Senior Software Engineer

Designed and implemented vehicular combat AI and support tools providing game object property editing, visual quad-tree decomposition and A* path simulation.

PS1Combat AIA* Pathfinding
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Media Coming Soon

GameDay 2004

PS2

Sony Computer Entertainment America • 2003–2005

Senior Software Engineer

Designed and implemented a state-machine AI system for authentic player behaviors, expanding it with play strategies and coach AI for realistic play-calling. Led a 10-person AI and animation team on next-generation football development. Primary inventor on Patent US 2007/0004481 A1: Position/Player-Specific Gameplay.

PS2State Machine AICoach AIPatent
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Media Coming Soon

2Extreme

PS1

Sony Computer Entertainment America • 1995–2000

Senior Software Engineer

Front-end, memory card and controller programming for this extreme sports racing title on the original PlayStation.

PS1Front-EndSystems
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Experience

Career Timeline

2025–2026

Director, Technical (Games)

LA Times StudiosEl Segundo, CA

2022–2025

Technical Director

Nant GamesSan Diego, CA

2018–2022

Associate Technical Director

Jam CityCarlsbad, CA

2013–2018

Chief Technology Officer

Bartlet JonesSan Diego, CA

2006–2013

Lead Programmer

High Moon StudiosSan Diego, CA

2003–2005

Senior Software Engineer

Sony (SCEA)San Diego, CA

2000–2003

Founder

DepthQ Inc.San Diego, CA

1995–2000

Senior Software Engineer

Sony (SCEA)San Diego, CA

Earlier: Financial Analyst at Weiss, Peck & Greer | Senior Consultant at Andersen Consulting (Accenture)

Connect

Let's Talk

I'm open to Technical Director and Engineering Leadership opportunities in games and interactive entertainment.

▶ LinkedIn Profile

📍 San Diego, CA