game developer

Hi, I'm Joseph Jacir. I'm a game developer based in the Boston area, available for contract work worldwide. This page is for sharing a selection of my work.

I mostly work with Unity and C#. I use other tools as the case demands, including Javascript, JSFL and Adobe ExtendScript, HTML, CSS, SQL, as well as more specialized tools.

Over the past 10 years, I have developed and contributed to a number of code projects in the course of creating mobile, console, and PC games, and in making animation for film, web, broadcast, advertising, etc.

Since April 2015, I have been exclusively working as a developer, and in a senior role as a team lead since November 2016. Previously, I split my time as an animator and technical artist. Much of the gameplay code I am not at liberty to share here, but some of my tools work is listed at left. Please have a look.


Here are some games I've worked on. There are more, unfortunately under NDA.

Poptropica Worlds
2016-2017. Lead developer. Oversaw a team of 11 internal and client engineers. Features, architecture, and tools development, in addition to evaluating engineering approaches and external technologies. One of the first popular 2D WebGL games made with Unity; Unity consulted us directly for feedback.
Cross Summoner
Final Sky (Eng. localization)
2013-2014. This game reached #1 on the App Store in Japan. Tools develoment, technical animation, and VFX. See my 3D Asset Management System project, for examples. (Link to translated press release, game now discontinued).
Chimaera Project
2017-2018. Technical consultation and architectural design for game features for an upcoming launch title for this blockchain-based, trustless, distributed gaming platform. Cutting edge. Still in preproduction as of writing.
2013-2014. Effects animation, art pipeline and automation. Early example of a browser-based game built for mobile. Primitive by today's standards, was a top earner for a long time.
Sword of Phantasia
2013. Pipeline tools development; character, VFX, and special attack sequence animation. Very early mobile HTML5 game published from Flash. Collaboration with Square Enix.
Guardian Battle
Immortalis (Eng. localization)
2013. Effects animation, pipeline and automation. Collaboration with Sega. (Link to translated press release, game now discontinued).
Monster Paradise+
2013-2014. Pipeline and tools development, cutscene animation. See AutoWobble for a tool example. (Link to translated press release, game now discontinued).
2009-2010. I worked on two very popular titles for Harmonix. However, I'm not permitted to disclose further details, unfortunately.
2010. Realistic motion capture retargeting, cleanup, and animation for this THQ title.