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James J. personal email
Nearly all of my professional experience has been doing gameplay or AI programming. I've been a lead programmer on several projects. I've also leveraged these skills as a Game Programming instructor.Completed titles include:Creed: Rise to Glory (2018 - PSVR, Vive, Oculus Rift and Oculus Quest)The Arcslinger (2016 - Daydream View VR, 2018 - Vive, Oculus Rift, Go and Gear VR)Saint's Row: Moneyshot (2011 -XBLA, PSN,completed but not shipped)Dood’s Big Adventure (2010 – Wii)Singularity (shipped 2010 – Multiplatform)X-Men Origins: Wolverine (Uncaged Edition) (2009 – Multiplatform)Marvel Ultimate Alliance (2006 – Multiplatform)X-Men Legends II – Rise of Apocalypse (2005 – Multiplatform)X-Men Legends (2004 – Multiplatform)Ratchet & Clank (2002 – PS2)Spyro: Year of the Dragon (2000 – PS1)Kurt Warner’s Arena Football Unleashed (2000 – PS1)NFL Blitz 2000 (1999 – PS1)NFL Blitz (1998 – PS1)Star Trek: Starfleet Academy (1997 – PC)Specialties: Programming Lead, Gameplay Programming, AI Programming, Enemy & Feature Design.
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Senior Gameplay Programmer, AiInsomniac GamesPhoenix, Az, Us -
Senor Gameplay EngineerInxile Entertainment Sep 2019 - Oct 2024Tustin, California, UsDeveloping enemy AI for Clockwork Revolution, which is a game currently in development using Unreal Engine 5. I worked on enemy AI behaviors and animation engineering. This included AI being able to react to gameplay mechanics unique to this game. Because this is a game in development, I can't be more specific than that.I also worked on Frostpoint VR: Proving Grounds. I joined the team to help finish the game and bring it up to publishable quality. I fixed issues with the existing monster AI implementation, including locomotion, animation, and compatibility with networking. I also fleshed out the allied AI bot system. This system filled the remaining slots in a team with bots if there aren’t enough human players at the start of a match. These bots had to help accomplish a team’s goals, defeat enemy players, enemy bots and monsters, all while staying out of the way of allied players. -
Senior Gameplay EngineerSurvios Jun 2018 - Sep 2019Marina Del Rey, Ca, UsFixed bugs and preparing Creed to ship. Major bugs I fixed include issues with player placement and orientation when recalibrating the head mounted display during gameplay, user interface issues when one player drops out of a match, and foot pinning issues when the player is moving very slowly or is moving side to side.On Walking Dead I worked on an animated loading screen plugin, weapons and on enemy AI. -
Sr ProgrammerBig Red Button Entertainment, Inc. Jun 2016 - Jun 2018El Segundo, Ca, UsCreating gameplay and enemy behavior for The Arcslinger and an unannounced VR shooting game using the Unreal Engine 4 platform. For both games I authored and maintained behavior trees and wrote code to handle cover point selection and evasion as well as handling animation events using both C++ and the Blueprint visual scripting language. For Arcslinger I wrote the behavior for enemy projectiles, including thrown projectiles that could be shot back to the thrower, and modified Unreal’s Android audio implementation to better handle rapid gunshots. -
Ai ProgrammerRockstar Games May 2014 - Feb 2016New York, New York, UsCreating lifelike ambient character AI responses to world events and player actions. This includes AI responding to shocking situations such as seeing a dead body as well as getting complex AI behavior working on moving platforms. I also worked on modifying existing AI reactions depending on differing amounts of fear and anger. -
Senior/Lead Gameplay EngineerMolten Games Sep 2013 - Mar 2014At Molten Games, I developed core gameplay systems for a massively online PC game built on Unreal Engine 4. Key systems I worked on include: optimizing network data replication, improving projectile combat, fixing collision issues and ensuring animation-driven movement works correctly in a networked environment with many players. My leadership duties included working with the production team to determine task priorities and to ensure timely completion of core systems, mentoring other engineers and architecting solutions for new gameplay features. We relied on the Scrum development methodology, which is something I’m quite familiar because I am Certified Scrum Master and have used Scrum in previous projects.
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President And Chief ProgrammerNullspace Entertainment, Llc Oct 2011 - Aug 2013There are a lot of very talented individuals who are passionate about making games in the Phoenix area. After THQ Phoenix closed its doors, I founded Nullspace Entertainment, LLC to keep game development alive and well in Phoenix by leveraging this talent pool to create top quality and innovative games. Unfortunately, it's hard to keep a studio going without funding so Nullspace is no longer in operation. -
ProfessorUniversity Of Advancing Technology Sep 2011 - Aug 2013Tempe, Az, UsWhen I attended college, there were no programs in game development, only programming. As a result, I had to learn most of what I know about making games the hard way: by making games on my own prior to graduation and by learning on the job after I got into the game industry. At UAT, I helped to prepare the next generation of game developers by giving undergraduate students insight I've gained over the course of my career. -
Lead/Senior EngineerRainbow Studios / Thq Digital Phoenix Nov 2009 - Oct 2011Phoenix, Arizona, UsI was the lead software engineer for Saint's Row: Money Shot. In addition to ensuring the team met the game's milestone dates, my engineering responsibilities included the player control system and enhancing the collision system to handle both animated skeletal meshes and to detect both hits and near misses. Although THQ Digital Phoenix officially closed in August of 2011, I stayed on to finish this title. Although the game was never officially announced, it was talked about to the press by executives at THQ so I can acknowledge its existence. Since I no longer work at THQ, I don't know if or when they will decide to release the game.Before that, I worked on gameplay programming and the physics system as a senior engineer for Dood's Big Adventure. I also worked on special effects support and hero attacks. -
Senior ProgrammerRaven Software Apr 2003 - Sep 2009Middleton, Wisconsin, UsI worked on X-Men Legends, X-men Legends II: Rise of Apocalypse, Marvel Ultimate Alliance, X-Men Origins: Wolverine, Singularity and briefly on an unnamed project. For all these games, I've been a senior gameplay and AI programmer. For all the comic book games, my focus has been the combat system, but I still did a fair amount of work on creatures (both AI and heroes.) For Singularity and the new project, my focus has been on AI. -
Gameplay & Ai ProgrammerInsomniac Games May 2000 - Mar 2003Burbank, Ca, UsI worked on Spyro:Year of the Dragon, Ratchet & Clank and did prototyping work (uncredited) for Ratchet & Clank II. I was responsible for pretty much everything that moved, be it something as simple as a flying car or something far more complex like an enemy creature, for the levels I was assigned. In addition, I also implemented several of the weapons used by the hero in Ratchet & Clank. -
Programmer & Project LeadMidway Games Feb 1998 - May 2000UsI was a co-project lead with Dave Schwartz on Kurt Warner's Arena Football Unleashed. In addition to my responsibilities as a lead, I also did AI programming. The project was only 6 months in length, but we still managed to ship it on the original Playstation console.Prior to that, I did user interface, sound engine and some AI programming for the Playstation port of NFL Blitz and the Playstation version of NFL Blitz 2000. -
ProgrammerInterplay Entertainment Corp. Apr 1996 - Feb 1998UsI was a programmer working on the game Starfleet Academy. I did user interface programming for the PC version, but most of my work was as an engine programmer for the Playstation port. However, the port was not a priority for the company and we received very little asset support. I ultimately left the company when it became obvious that the Playstation version would never ship.
James J. Skills
James J. Education Details
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University Of California, RiversideComputer Science
Frequently Asked Questions about James J.
What company does James J. work for?
James J. works for Insomniac Games
What is James J.'s role at the current company?
James J.'s current role is Senior Gameplay Programmer, AI.
What is James J.'s email address?
James J.'s email address is az****@****ica.org
What schools did James J. attend?
James J. attended University Of California, Riverside.
What are some of James J.'s interests?
James J. has interest in Supporting Up To 9 Players.
What skills is James J. known for?
James J. has skills like Game Development, Gameplay, Video Games, Gameplay Programming, Game Programming, Game Design, Artificial Intelligence, Wii, Programming, Level Design, Unity3d, Console.
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