John Lawrie work email
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John Lawrie personal email
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• 25 years of veteran industry experience, including Engineering Manager, Lead Programmer and Lead Engineer.• Proactive, excellent communicator, leader, team player.• Titles shipped on PSVR2, PSVR, Oculus Quest, iOS, Android, Xbox 360, PS3, Wii, N3DS, PS2, Xbox, PS1, PC, Gamecube• Unity3D, Unreal 5, C++, C#, Python, Perforce, git, 3D Math
Strange Games Studios
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Senior Software EngineerStrange Games Studios Jan 2024 - PresentUnreleased Games (Oculus Quest) • UE5, C++, Subversion, Visual Studio • Stood up VR projects from scratch. • Created plugin for use in multiple games. • Added upper body IK using UBIK plugin. • Added VR menu system.D-Day Enhanced (PSVR2) • Unity, C#, Subversion, Visual Studio • Updated vehicle physics using the Simcade package • Added tools to allow designers to place AI into maps. • Worked on player controls. • Worked on pickups
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OwnerAlgorithms For Everybody Nov 2014 - PresentAlgorithms for Everybody provides professional programming services.
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Senior Gameplay EngineerFirst Contact Entertainment Feb 2018 - Dec 2023Firewall Ultra (PSVR2) • UE5, C++, Perforce, Subversion, Visual Studio • Led the design and development of the PVE game mode including modular game AI systems. • Oversaw remote team in a different time zone. This area of the game was the best managed. • Created an automatic performance tester where an invisible AI would move around the map with an attached player and collect samples. • Added Lizard tool to do static code analysis on code base. • Added ability to script the AI for designer control. • Added arm IK to allow AI to grab weapons properly.Solaris (PSVR2, Oculus Quest) • UE5, C++, Subversion, Visual Studio • Did significant UI work, including the main menu, player cards, AAR screen, squad invite logic. • Wrote a tool to upload catalog data to PlayFabFirewall Zero Hour (PSVR) • UE5, C++, Subversion, Visual Studio • Created an automated stress test where AI battle each other to auto detect bugs and crashes. • Created a map validation tool to detect issues with map setup. • Added AI behavior to the game using behavior trees. • Used a utility AI to choose targets based upon a variety of considerations. • Created a completely automated system to coordinate multiple AIs breach through doors, employing C4 and flash bangs. • Added logic to allow the AI to investigate. Developed an awareness system. • Added combat behavior to the AI, including cover, grenade, squad logic. • AI spawning logic.
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Contract Senior Software EngineerTvgla Dec 2017 - Jan 2018Culver City, California, UsUnity 3D, C#, git, Visual Studio, Android Studio, Open CV for Unity•Work on augmented reality to app that adds masks and props to the users face in real time.•Developed a native Android plugin for Unity to stream the camera preview to Unity.•Added native sharing to the app. -
Senior Software EngineerDronebase Aug 2017 - Nov 2017Santa Monica, California, UsUnity 3D, C#, git, GitHub, Visual Studio, XCode, Android Studio•Worked on AirCraft, a feature that lets you place blocks in the sky with your drone similar to how Minecraft works.•Created code for placing and editing blocks.•Ensured player creations are stored and retrieved efficiently from the back end and replicated to other users.•Wrote code to convert between different coordinate systems such as LLA, ECEF, and NED•Created an interface to handle error messages such as no GPS, no internet, server errors etc.•Created simulator program for desktop computers to allow administrators to teleport to any location, edit blocks, dynamically change backends, etc.•Integrated MixPanel into Unity project.•Added debug tools such as improved logging capabilities.•Developed programming interface between Unity client and native iOS and Android code.•Created coding and Unity standards. -
Contract Senior Software EngineerModal Vr Mar 2017 - Sep 2017Los Angeles, CaUnreleased Virtual Reality Experience•Unity 3D, C#, Visual Studio, Android Studio, Plastic SCM•Wrote app that operator uses to remotely control HMDs•Wrote app that runs on android device that controls different VR experiences•Developed network message system using sockets in Unity’s Lower Level networking API•Created plugin for Unity allowing access to native Android functionality •Set up Kiosk mode for Android app -
Contract Senior 3D Game EngineerParticle City Jul 2016 - Jan 2017Titanfall Frontline•Unity 3D, C#, XCode, Visual Studio, Android Studio, Python, Text Mesh Pro, I2 Localization•Localized game using I2 Localization and python•Used TextMesh Pro to generate font atlases for other languages•Hooked up Unity Analytics•Integrated Helpshift SDK•Integrated Adjust SDK•Integrated Nexon MAP SDK•Multiple Unity editor tools•Android back button support•Credits screen -
Lead ProgrammerMvp Sports Life Jul 2015 - Jul 2016MVP Sports is a company developing sports title on mobile devicesUnreleased Sports Game•Unity 3D, C#, xCode, Mono Develop, Perforce•Lead Programmer at startup game studio developing sports games for iOS and Android•Oversee a team of up to 4 engineers
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Lead Software EngineerInverted Axis Jun 2014 - Oct 2014Inverted Axis Inc is an innovative, independent game development studio located in Corona, CAUnannounced Sports Game•C#, Golang, Unity 3D, Mono Develop, Perforce, Ubuntu.•Lead software engineer for team of 3 software engineers.•Wrote HTTP server in Go to communicate between unity client and AI server.•Wrote logic to spawn and move athletes on the field according to decisions made by the AI server.•Wrote code to manage scene transitions.Unannounced Adventure Game•C#, Unity 3D, Mono Develop, Perforce, Android•Got the game up and running on Android.•Implemented system for user interactions with world game objects.•Implemented spline base movement system.•Implemented game camera system.•Added head tracking.•Add arm IK to aim flashlight held by player.
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Engineering ManagerMusic Mastermind, Inc Mar 2012 - May 2014Calabasas, Ca, UsMusic Mastermind is a venture and angel backed entertainment and technology startupZya (Music creation game, iOS)•C++, Microsoft Visual C++, Xcode, JUCE, git, subversion, iOS, Unity•Engineering Manager for the Sound Better team, which is responsible for all audio played in the game. •Oversaw a team of 6 engineers.•Wrote code to convert a vocal into a MIDI file using Auto-Tune.•Wrote a thread safe profiling system that keeps track of timers hierarchically.•Integrated the Visual Leak Detector into our server to automatically track down memory leaks.•Encrypted render results using blowfish.•Extended system for caching audio render results.•Created an XML based data driven drum quantization system.•Added method for content creators to easily iterate applying different Auto-Tune parameters to our renders.•Added automated stress testing to the product.•Added automated tests to check the result of our pitch to midi, key detection and note segmentation algorithms against human transcribed solutions. Results used to improve the algorithms.•Added in system for easily managing tunable data.•Added systems for managing debug files by GUID and automatically keeping the drive space used to be under a tunable limit.•Added in hierarchical config files for easy customization per machine. -
Senior Software EngineerHeavy Iron Studios Jul 2010 - Mar 2012El Segundo, California, UsFamily Guy Back to the Multiverse (3rd Person shooter, Xbox 360, PS3, 3DS, Wii)•C++, Microsoft Visual C++ .Net, Perforce, Proprietary Engine•Got the game up and running on the 3DS.•Implemented the AI for most of the NPCs in the game. Includes shooter AI and melee AI They are highly flexible and tunable.•Implemented 2 bosses.•Added in support for 2 player mode. Mechanisms to keep the players close to each other and NPCs. Added AI to deal with both players appropriately•Created a system to coordinate multiple NPCs so that they don't all attack simultaneously.•Added in an auto targeting system for the the isometric perspective for the Wii and 3DS.•Added systems for managing damage, damage types, and elemental effects (such as being frozen)•Added in a lot of debugging capabilities.E-Ticket (Xbox 360, Kinect)•Heavy Iron was working on E-Ticket before development transferred to Microsoft studio and renamed Disneyland Adventures•Unreal Engine 3, C++, Unreal Script, Microsoft Visual C++ .Net, Perforce•Worked on avatar interaction in response to player gestures. -
Technical ConsultantDeep Blue Worlds Oct 2008 - Jul 2010Deep Blue Worlds is a spin off from Spark Unlimited. It is developing an online educational world for children.Project (Browser based virtual world using Flash)•Flash, Flex, Smartfox Server, Action Script 3, Eclipse, Subversion, Tortoise SVN.•Coordinating development of 2 different groups in India, working on different part of the project.•Designed and implemented a system to script the animations for NPCs. Animators can create animations in Flash, and then combine them into scripts that branch and loop based off of percentages.•Designed an implemented a system so that designers can script the behavior of AI characters using simple commands like Move, Play Animation, Delay, etc. This gives the content creators freedom to work without requiring engineering support.
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Senior Software EngineerSpark Unlimited Jul 2005 - Jan 2010Sherman Oaks, Ca, UsLegendary (FPS, New IP, Xbox 360, PS3, PC)•Unreal Engine 3, C++, Unreal Script, Microsoft Visual C++ .Net, Perforce, Incredibuild.•Made the game work in multiplayer mode by getting players, weapons, werewolves and monster machines to work in multiplayer. •Worked on the AI for werewolves, firedrakes, and griffons.•Significantly enhanced the animation system. Added subtrees, scripted animations, copy and paste, undo.•Head tracking, foot IK.•Many weapon enhancements. Muzzle flashes, sounds, camera shakes, weapon pickups, FOV adjustments per skeletal mesh. Added rocket launcher and assault rifle.•Hierarchical physical materials to support different sound categories, damage direction indicators, look ahead trajectory calculations to hit a moving target, poking reactions to bullet hits.•Performance optimizations. Added many debug features.Turning Point (FPS, New IP, Xbox 360, PS3, PC)•Unreal Engine 3, C++, Unreal Script, Microsoft Visual C++ .Net, Perforce.•Added facial animations.•Added a commandlet to import sound data.•Support for the Codemasters bonus codes system.•Created a designer friendly tune data system. •Animation system enhancements. Created a system for detecting animation T-poses. Created system to allow animation trees to be changed at runtime.•Enemy death behavior.Unreleased Project (well known IP, Xbox 360, PS3)•Unreal Engine 3, C++, Unreal Script, Microsoft Visual C++ .Net, Perforce, nFringe unreal script debugger.•Implemented a death and resurrection system including a death post process effect•Dynamic collision cylinder size adjustments depending upon the mode of the main character.•Movement transitions, a stealth mode.•Evaluated MOG Ware. -
Senior Software EngineerBig Stage Entertainment, Inc. Mar 2009 - Jun 2009UsBig Stage Entertainment has technology that can generate a high resolution model of a person’s head from digital photographs.Technology demonstration (PC)•Unreal Engine 3, Unreal Script, C++, Microsoft Visual C++ .NET, Subversion, Tortoise SVN•Made a program that would automatically parse head data stored in a given folder and generate Unreal Tournament 3 packages containing the head information. These packages were used in a mod I wrote that allowed you to play Unreal Tournament as a character with a custom head. -
Senior Software EngineerMidway Los Angeles Jun 2004 - Jul 2005Mortal Kombat Shaolin Monks (Action-adventure, beat'em up, Xbox, PS2)• C++, Microsoft Visual C++ .NET, SN Systems, Visual Source Safe.• Oversaw development of 2 of the 3 modes of the game. VS Mode where two players battle each other and Co-op mode where two players progress through the game together as a team.• Responsible for all multi player related code.• Enhanced many game systems to work in multiplayer mode ranging from the camera, to the HUD, to designer tools.• Developed new systems utilized by single and multiplayer modes including the pickup system, the breakable system, and the tutorial system.• A lot of clever design was required. For example, how do you fix 2 player specific camera problems without affecting 1 player mode, yet automatically incorporate camera enhancements made by the 1 player team? What do you do when both players are crossing a bridge, 1 player falls off the bridge, and the path to get back up is off screen?
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Senior ProgrammerCrystal Dynamics 2001 - 2004San Mateo, Ca, UsWhiplash (Platform action-adventure, PS2, Xbox, PC)•C++, Microsoft Visual C++, Perforce•Implemented all of the logic for the two main characters, Spanx and Redmond.•Implemented many gameplay features including turrets, projectiles, physics, conveyors, wind, and physics surfaces.Blood Omen 2 (Action-adventure, PS2, Xbox, PC)•C++, Microsoft Visual C++, Perforce.•Responsible for the logic of the main character.•Main character had to interact with many different weapons.•Main character had many special dark gifts he could use including Mist, Fury, Jump, Charm, Berserk, Telekinesis and Immolate. -
Software EngineerElectronic Arts Canada 1997 - 2000Redwood City, Ca, UsFIFA (Sports game, PC, PS1, Gamecube)•C, Microsoft Visual C++, Watcom, Visual Source Safe 6.0.•One of the best selling video game franchises in history.•Did extensive work on the AI, the animation engine, and the debug module.•Optimized the AI for FIFA 99 by 40%.•Shipped 6 versions of FIFA.•Learned how to work on large teams, how to deal with legacy code, and how to manage risks, schedules, bugs, and dependencies. •Learned how to make the game play intelligently, be responsive to user inputs, have perfect contact points, and be visually stunning.•Code had to be small, fast, simple, and easy to maintain.
John Lawrie Skills
John Lawrie Education Details
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Simon Fraser UniversityComputer Science
Frequently Asked Questions about John Lawrie
What company does John Lawrie work for?
John Lawrie works for Strange Games Studios
What is John Lawrie's role at the current company?
John Lawrie's current role is Skilled Software Developer.
What is John Lawrie's email address?
John Lawrie's email address is da****@****ail.com
What schools did John Lawrie attend?
John Lawrie attended Simon Fraser University.
What are some of John Lawrie's interests?
John Lawrie has interest in Learning Guitar, Politics, Trampoline Dodgeball, Environment, Science And Technology.
What skills is John Lawrie known for?
John Lawrie has skills like Perforce, Xbox 360, Game Development, Video Games, C++, Visual Studio, Gameplay, Ps3, Artificial Intelligence, Scripting, Scrum, Subversion.
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