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General Information

Name: Stephane Roncada
E-Mail: ronronmx@gmail.com
LinkeIn: https://www.linkedin.com/in/stephaneroncada
Speaks: English (fluent), French (native)


  • Shipped Games: I have shipped a total of 15 games since 2001.
  • Making Games: 12+ years of experience making games.
  • Creating Art: 14+ years of experience creating environment art, 8+ years of experience creating and texturing models/props.
  • Writing Code: 4+ years of experience programming tools (3ds max, Photoshop, Unity3D), writing game logic and fixing/updating existing code.
  • Building Websites: 14+ years of experience building websites, 6+ years of experience with WordPress, HTML, CSS, PHP, JAVASCRIPT.
  • Leading / Managing: 5+ years of experience with leading and managing a mobile game project, from beginning to end.
2XL Games - Many Games Later
Lead Artist, Lead Tech Artist, Lead Web Designer (2010 - 2014)
  • Lead environment artist, in charge of creating and overseeing the levels.
  • Lead UI integration artist, in charge of turning Photoshop UI mock-ups into fully functional in-game UI screens.
  • Lead AI tuner, in charge of making the AI racers competitive, but still beatable.
  • Lead technical artist, tool creation and maintenance to improve artist workflows and task automation.
  • Lead web designer, in charge of building and maintaining company websites.
  • Games Shipped: 2XL ATV Offroad, 2XL Snocross, 2XL MX Offroad, Ricky Carmichael's Motocross Matchup, Capital City.
2XL Games - 2XL Supercross
Lead Artist, Lead Track Designer (2009 - 2010)
  • Still at 2XL Games, we created our first mobile game on iPhone/iPod.
  • Lead artist and track designer, in charge of designing the race tracks, the props and the environments.
  • Lead AI tuner, in charge of making the AI racers competitive, but still beatable.
  • Started learning and playing around with MaxScript and C#.
2XL Games - BAJA: Edge of Control
Track Designer (2006 - 2009)
  • Retired from professional racing to join the video games industry full time.
  • Joined 2XL Games to be one of the Track Designer/Environment Artist for BAJA: Edge of Control.
  • Worked directly with the environment artists to create race tracks that would be challenging and fit within each environment.
  • Moved up to level designer, in charge of designing the race tracks and the world around them.
Rainbo Studios/THQ - MX vs ATV and ATV Offroad Fury series
Track Designer (part-time, 2001 - 2004)
  • Did more part-time work for Rainbo Studios over the years (while I was still racing professionally).
  • Shipped some of their most successful Off-Road racing games: MX Unleashed, MX vs ATV Unleashed, MX vs ATV Untamed, ATV Offroad Fury 1 & 2.
  • Created over half the racetracks for those games during that time.
Rainbo Studios/Microsoft - Motocross Madness 2
Track Designer (part-time, 1999 - 2000)
  • Worked part-time with Rainbo Studios and Microsoft to create realistic Motocross & Supercross racetracks for the PC Game "Motocross Madness 2". Back then I was still a Professional Motocross racer so I had a special relationship with Rainbo & Microsoft, which allowed me to create tracks when my scheduled allowed it. This is also the year I learned 3D modeling & texturing.

Software Expertise

Content Creation:
  • Unity 3D
  • 3D Studio Max
  • V-Ray
  • Mudbox
  • World Machine
  • Photoshop
  • Lightroom
  • Illustrator
  • Maya
  • After Effects
  • Visual Studio
  • Monodevelop
  • SVN
  • GIT
  • Excel
Programming Languages
  • C#
  • C++
  • MaxScript
  • Photoshop SDK
  • Cg
  • PHP
  • JavaScript
  • Python
  • HTML
  • CSS


I am 100% self-taught. I am a fast learner, and can learn anything when I put my head down.


  • Take a concept to a finished and functional in-engine game asset.
  • Find and overcome workflow bottlenecks, production challenges and problematic assets.
  • Reverse-engineer bugs, working with artists and engineers to find the best solutions and resolve problems quickly.
  • Seek out new technologies and finding better ways to achieve our goals, implementing new tech into the workflow to speed-up production.
  • Listening to what artists need and delivering tools that they want, not tools that I think they want.
  • Managing projects in an efficient way, with discipline and organization, to prevent future headaches.
  • Coming up with innovative and intelligent solutions to any challenges that arise during production.
  • Can wear many hats, and switch between them at any given time.

Thank you for taking the time to look at my resume!