Alex Mantzaris Email & Phone Number
@mohawkgames.com
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Who is Alex Mantzaris? Overview
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Alex Mantzaris is listed as Senior Software Engineer at Mohawk Games, a with 12 employees, based in Washington Dc-Baltimore Area, United States. AeroLeads shows a work email signal at mohawkgames.com and a matched LinkedIn profile for Alex Mantzaris.
Alex Mantzaris previously worked as Senior Principal Software Engineer at Autodesk and Lead Software Engineer at Scaleform. Alex Mantzaris holds Ph.D., Hydrodynamics from Massachusetts Institute Of Technology.
Email format at Mohawk Games
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AeroLeads found 2 current-domain work email signals for Alex Mantzaris. Compare company email patterns before reaching out.
About Alex Mantzaris
Senior software engineer with diverse experience and unique scientific background. Shipped several successful AAA titles in almost two decades in the game development industry. Extensive experience leading small teams and using agile development. Strengths include solid communication skills, quick adaptation to change, and enthusiasm for solving challenging problems.
Listed skills include Software Engineering, Naval Architecture, Marine Engineering, Electrical Engineering, and 22 others.
Alex Mantzaris's current company
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Alex Mantzaris work experience
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Role listed
Senior Software Engineer
Systems and gameplay programmer for the 4X strategy game, Old World. Responsible for the design and implementation of multiple systems, including AI, multiplayer (network and play-by-cloud), the data and DLL mod system, procedural map generation, animations, and undo/redo/replay of player actions. Provided engineering support to the design team. Prototyped some innovative UI solutions, such as nested tooltips. Integrated the Unity project with third party solutions such as AWS (S3, DynamoDB, and SNS), GameSparks, Epic Online Services, and Steamworks. Developed the automation system that was invaluable for Quality Assurance. The game was named strategy game of the year by PC gamer magazine, and was nominated for a Global Industry Game Award in Artificial Intelligence.
Senior Principal Software Engineer
Architected, coded, debugged, and optimized software implementations, wrote manuals and technical documents, solicited and responded to customer feedback and requests, and prototyped new features.Developed Scaleform Studio run-time, a lightweight multi-platform game engine for user interface and 2D game creation. The result was a faster and more powerful solution that consumed less memory than its predecessor, Scaleform GFx.Created a remote profiling system for memory, performance, and ActionScript code analysis. The tool enabled customers to optimize their use of Scaleform as a UI and multimedia solution.
Lead Software Engineer
Lead Tools and Automation development.
Lead Programmer
Systems Lead, XCOM: Enemy UnknownLed a 4-person team tasked with implementing supporting systems for the game: destructible environments, pathfinding, camera control, data serialization, effects, audio, and multiplayer mode.XCOM was named 2012 Game of the Year by multiple publications.Lead Programmer, ColonizationEnhanced the game engine and designed and implemented all new systems. Scheduled and oversaw the work of all 3 engineers on the project from preproduction to gold master. Pioneered extreme programming techniques for the company in an effort to maximize productivity. Established the team practice of pair programming to promote collective code ownership, to mentor junior engineers, and to gain expertise in previously unfamiliar areas, such as 3D rendering. The project was completed on time with no overtime.Lead Programmer and Lead Designer, Civilization IV: Beyond the SwordManaged a team of five programmers on an aggressive ten month schedule from preproduction to gold master. As lead designer, worked closely with producers, other designers, artists, writers, testers, and sound engineers to realize own vision of the game.Injected a considerable amount of new content, polish, and optimization into the initial Civilization IV release, thereby creating the largest expansion pack the studio had ever produced. Lead Programmer, Civilization IV: WarlordsDesigned and implemented new game mechanics, made AI improvements, and optimized performance.Attention to detail and good teamwork led to a highly polished and successful expansion pack, despite the short time frame of development.Senior Programmer, Civilization IVDeveloped new features for gameplay, GUI, multiplayer, localization system, and other systems.Immediately demonstrated the ability to understand, maintain, enhance, and debug preexisting code.Civilization named Best PC Game of 2005 by Gamespot, Gamespy, IGN, and Time Magazine. It holds a metacritic review score of 94/100.
Senior Software Engineer
Developed the electronic trading component of LongView, the company’s trade order management system.
Software Engineer
Created the Tenfold Universal Application, a product for rapidly building large-scale software applications.
Post-Doctoral Fellow
Coupled a vortex-lattice and integral boundary layer method for predicting aerodynamic forces with a hydrodynamic model based on experimental data to produce a unique velocity prediction program for sailing yachts. Young America used the software for sail and hull shape optimization. Helped design a new graduate level course at the Massachusetts Institute of Technology, 13.024: Numerical Marine Hydrodynamics, and shared lecturing duties with Professor J. Milgram.
Marine Technology Consultant
Provided expertise in the field of hydrodynamics, and coordinated the model testing program for the Young America design team. The resulting sailing yacht competed in the 2000 America’s Cup.
Military Service
Stationed at office in charge of the design and construction of Naval Landing Ships. Carried out performance analyses. Translated technical documents and manuals.
Design Team Member
Incorporated new techniques in data analysis software for model hull experiments. Work used in evaluating the designs considered for the 1992 America's Cup. The selected design successfully defended the Cup.
Alex Mantzaris education
Ph.D., Hydrodynamics
S.M, Naval Architecture And Marine Engineering
M.Eng., Electrical And Electronic Engineering
Frequently asked questions about Alex Mantzaris
Quick answers generated from the profile data available on this page.
What company does Alex Mantzaris work for?
Alex Mantzaris works for Mohawk Games.
What is Alex Mantzaris's role at Mohawk Games?
Alex Mantzaris is listed as Senior Software Engineer at Mohawk Games.
What is Alex Mantzaris's email address?
AeroLeads has found 2 work email signals at @mohawkgames.com for Alex Mantzaris at Mohawk Games.
Where is Alex Mantzaris based?
Alex Mantzaris is based in Washington Dc-Baltimore Area, United States while working with Mohawk Games.
What companies has Alex Mantzaris worked for?
Alex Mantzaris has worked for Mohawk Games, Autodesk, Scaleform, Firaxis Games, and Linedata Services.
Who are Alex Mantzaris's colleagues at Mohawk Games?
Alex Mantzaris's colleagues at Mohawk Games include Edd Parsons and Josh Unsworth.
How can I contact Alex Mantzaris?
You can use AeroLeads to view verified contact signals for Alex Mantzaris at Mohawk Games, including work email, phone, and LinkedIn data when available.
What schools did Alex Mantzaris attend?
Alex Mantzaris holds Ph.D., Hydrodynamics from Massachusetts Institute Of Technology.
What skills is Alex Mantzaris known for?
Alex Mantzaris is listed with skills including Software Engineering, Naval Architecture, Marine Engineering, Electrical Engineering, Electronic Engineering, Control Engineering, Game Development, and Agile Methodologies.
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