John H. Scott
Arcade Game Developer with over 18 years of experience
Resume (PDF)


Introduction
Software Engineer with 18+ years of experience creating top-earning arcade and console games. Proven expertise leading full-cycle development, shaping player-centric design, and optimizing for custom hardware across arcade and home platforms. Passionate about blending technical innovation with unforgettable player experiences.


Jurassic Park Arcade
Arcade - Shooter | 2015 | Raw Thrills
Custom Game Engine | Language: C |
Linux
Role: Lead Programmer
Overview:
Licensed 2-player on-rails shooter where
players battle to save dinosaurs running amok across Isla Nublar. Designed for fast, thrilling gameplay in
high-traffic arcade environments.
Key Contributions:
- Led development using a newly licensed game engine from another
studio, onboarding the entire team and rebuilding our development pipelines from scratch.
- Tuned core gameplay pacing by creating enemy behaviors and
timings to maximize excitement, balance difficulty, and encourage repeat play.
- Evaluated and implemented motion system hardware, balancing
player feel, cost, and reliability for high use arcade environments.
- Dialed in repeat play causing Jurassic Park
Arcade to remain one of the top-earning arcade cabinets globally, a decade
after launch.


Cruis’n Blast (Arcade)
Arcade - Racer | 2017 | Raw Thrills
Custom Game Engine | Language: C & C++ |
Linux
Role: Lead Programmer
Overview:
A revival of Nintendo’s iconic Cruis’n series, Cruis’n Blast delivers over-the-top arcade racing action for up to 8 linked players, featuring exotic
tracks, explosive set pieces, and high-speed competition.
Key Contributions:
- Merged the technical and visual capabilities of our new game
engine with the signature “special sauce” arcade racing feel Raw Thrills is known
for.
- Implemented AI and driving physics that give players of all ages
a fun race, helping all players feel like they played well but always have room for improvement in the
next race.
- Developed a flexible system for trackside
destructibles—allowing objects to explode and react in dramatic, satisfying ways during
races.
- Lead to development process to make Cruis’n
Blast as a consistently top-earning title in a highly competitive arcade
racing space.


Cruis’n Blast (Nintendo Switch)
Nintendo Switch (Digital & Physical) | 2021 | Raw Thrills
Unity Game Engine |
Language: C#
Role: Lead
Programmer
Overview:
An expanded adaptation of the arcade
version, increasing the game to 27 tracks and 23 unique vehicles. The Switch version
brought the over-the-top racing action to home consoles for the first time, with enhanced content and local
multiplayer support.
Key Contributions:
- Initiated the project and led the pivot to console development
during the COVID-19 lockdown, keeping the team employed and focused on a profitable platform while
arcades were shut down.
- Guided the team through a rapid transition from in-office,
arcade-focused development to fully remote, console-focused workflows.
- Spearheaded the art and engine transition from a proprietary
arcade engine to Unity, optimizing visuals and performance for Nintendo Switch hardware.
- Helped deliver a fast, flashy console experience praised by
reviewers for its fun racing, smooth performance, and outrageous gameplay.

T-Rex Safari Adventure

T-Rex Safari
Arcade - VR Adventure | 2024 | Raw Thrills
Unity
Game Engine | Language: C# | Windows
Role: Lead
Programmer
Overview:
An unattended VR arcade
experience where players explore prehistoric environments and interact with dinosaurs using HP Reverb 2
headsets and Leap Motion hand tracking. Encounters include feeding a Brachiosaurus, hatching a baby
Utahraptor, and more—blending cinematic immersion with tactile engagement.
Key Contributions:
-
Prototyped and refined core interaction
mechanics early in development, enabling a cohesive blend of ride-like spectacle and hands-on
dinosaur encounters.
-
Tackled motion sickness by ensuring a
consistent 90 FPS experience and tightly synchronizing motion platform feedback with in-game
actions, minimizing sensory mismatch and maximizing player comfort.
-
Developed scripts and automated
recovery processes to keep headsets functioning without requiring input from players or
operators—ensuring smooth, maintenance-free operation on arcade floors.
-
Built analytics systems to monitor
headset uptime and performance, addressing the perceived unreliability of VR hardware in unattended
environments.


Superbikes 3
Arcade - Racer | 2019 | Raw Thrills
Unity Game
Engine | Language C# | Linux
Role: Lead
Programmer
Overview:
The third entry in Raw
Thrills’ high-speed motorcycle racing series, featuring modern visuals, intense gameplay, and enhanced
earning potential for operators over prior titles.
Key Contributions:
-
Led the team’s transition from a
custom in-house engine to Unity, modernizing the development pipeline and improving long-term
maintainability.
-
Designed and implemented new features
including upgrade systems and refined gameplay loops aimed at increasing repeat play and boosting
earnings.
-
Directed early hands-on testing and play
observations to identify which mechanics and features resonated most with players, guiding key
design decisions.


Fast & Furious Arcade
Arcade - Racer | 2022 | Raw Thrills
Unity Game
Engine | Language: C# | Linux
Role: Lead
Programmer
Overview:
A mission-based
arcade racer inspired by the blockbuster film franchise. Features high-speed challenges and explosive set
pieces, with linked cabinets forming massive video walls to grab attention across any arcade floor.
Key Contributions:
-
Helped shape mission-based gameplay
structure, keeping the team focused and productive amid shifting plans and late-stage design
changes.
-
Emphasized and integrated hardware
features such as full-motion platforms and panoramic video wall setups to create a standout player
experience and drive earnings.
-
Balanced cinematic spectacle with
technical stability to ensure performance and reliability in demanding arcade environments.
