Franklin Iheanacho


Totem Arts
I was responsible for almost the entire game HUD and UI system for their pilot tech demo “Renegade X: Operation Black Dawn”. I have also worked on the programming for the main multiplayer game “Renegade X”
June 2010 – January 2015
Ontario, Canada

Shangri La Games Studios
Worked on programming and tweaking the zombie AI and a new node path system for the survival mode game types for one of their games “Zombies On a Plane”, currently released on Steam.
September 2013 – April 2015
United Kingdom

Iron Wolf Studios
Aided on the game framework and AI for their game “The Increment”.
April 2010 – October 2011

Emotional Robots
Aided on the programming for one of their mobile games (I forgot its name). My stay did not last long due to difficulties with one of my classes in my 2nd quarter in college. I still regret having to heave to this day. I wish I had more time.
September 2012 – November 2012
United States

Onur Uça
Worked for him on fixing the bear vehicle, tweaking a few other vehicles, and improved the main menu’s functionality for his only game, “Ocean City Racing”.
July 2015 – September 2015
Istanbul, Turkey

Currently working on improving the gameplay features of their current project, Grimoire: Manastorm prior to leaving Steam Early Access and entering its final release.
August 2015 – Present
Florida, United States


The Art Institute of Atlanta

Bachelor of Game Art & Design 2D Animation Principals
July 2012 – June 2016
Atlanta, Georgia, United States


2D Art, 3D Art, Character Animation, Weapon Animation, Cinematics, Game Design, Game Art, Level Design, Character Concept & Design, UI Design,
Gameplay Programming, UI Programming, Multiplayer Network Programming, Particle Effects, Music Composition.