Principal Engineer
CurrentPrincipal Engineer focusing on Never Alone 2 Gameplay. Unreal Engine 5, player systems, AI systems, interfacing with gameplay layers and the engine.
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@elinemedia.com
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6 phones found area 920, 360, and 608
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Ben Geisler, Ph.D. is listed as Game Developer at E-Line Media, based in Green Bay, Wisconsin, United States. AeroLeads shows a work email signal at elinemedia.com, phone signal with area code 920, 360, 608, and a matched LinkedIn profile for Ben Geisler, Ph.D..
Ben Geisler, Ph.D. previously worked as Principal Engineer at E-Line Media and Gameplay Engineer at Roar Studios Inc.. Ben Geisler, Ph.D. holds Doctor Of Philosophy - Phd, Computer Science from Nova Southeastern University.
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AeroLeads found 1 current-domain work email signal for Ben Geisler, Ph.D.. Compare company email patterns before reaching out.
Over the last two decades, Ben Geisler has worked at more than five AAA game development houses: Raven Software, Human Head Studios, Frozen Codebase, Lost Boys and Radical Entertainment. He has worked on more than six best selling games. He has also been involved with publisher relations at Vivendi Universal Games, THQ, Konami and Activision. His past credits include Soldier of Fortune 2, X-Men Legends, Jedi Knight 2, Quake 4, The Incredible Hulk: UD, Elements of Destruction, Burgertime World Tour, Prey 2, New World, Batman Arkham Origins, Prototype and more.Publications include book articles on Artificial Intelligence and papers in trade journals. Ben has a Master's of Science in Computer Science from the University of Wisconsin. He holds a PhD from Nova Southeastern where he created an aspect-oriented scripting language for UE4. His specialty in game programming involves anything gameplay and AI related.Outside of games, Ben is involved in applications development especially on iOS and Android. His coursework focused on artificial intelligence but also included a study of compilers and agile development. In his master's thesis he developed machine learning software which was integrated into Soldier of Fortune 2. He has taught computer science and game development courses at the college level at UWGB.
Listed skills include Game Development, Game Design, Xbox 360, Video Games, and 19 others.
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A career timeline built from the work history available for this profile.
Phoenix, AZ, US
Principal Engineer focusing on Never Alone 2 Gameplay. Unreal Engine 5, player systems, AI systems, interfacing with gameplay layers and the engine.
Los Angeles, CA, US
I've joined Roar as of 8/22/22. My primary duties are everything gameplay including client/server configuration, player systems and UI in Unreal Engine 5.
Madison, WI, US
I worked as Principle Engineer at Lost Boys. We were working New World (the Amazon MMORPG). I mostly focused on player and world experience type systems, rolling up new frameworks and supporting legacy systems.
Madison, WI, US
Lead Engineer working on an AAA title. 80% coding, 20% management. Coding involves quests, objectives, AI, systems and UI.
We were a small team making a beat-matching game in UE4. We used C++ for all gamecode, and I was heavily involved in all aspects including the beat matching systems, AI systems and all player sytstems. We also used GAMESPECT, a new language I created for UE4 scripting.
Rockville, Maryland, US
Client/Server multiplayer programming in UE4. Supported deathmatch and others, including both backend and front end work.
Green Bay, Wisconsin, US
Lecturer of many courses in Computer Science including Software Engineering, Assembly programming, Mobile Platforms and Apps, Operating Systems in Linux etc..
Madison, Wisconsin, US
Undisclosed AAA project. I'm a contractor at Human Head Studios, working through ZyMo Entertainment. Duties included lead programmer type jobs including creating an ocean system for an MMORPG style game in UE4, player gameplay scripting/programming and a number of other things.
Depere, WI, US
At ZyMo Entertainment I'm working as a Business Development Coordinator as well as a Programmer. Tasks have included user acquisition for an iOS/android game, marketing for iOS/android, overall company web presence (including creation of our page), programming for a couple iOS/Android titles and programming of a web-based casual game. Other programming.
Madison, Wisconsin, US
At Human Head Studios I was project lead on a project for a well known IP (the details of which are still secret sauce!). This was a ~15 person team creating a brawler type grinding game, using Unreal Engine. Part of the team was onsite, part offsite. I managed the team as well as performed programming tasks. In the realm of programming I focused on the.
Madison, Wisconsin, US
General firefighting programming in mostly tech, some gameplay, some light bizdev. I was responsible for the STEAM implementation of Prey2 as well as taking over GUI and HUD work. I also performed some AAS optimizations for the Artificial Intelligence backend.
I was the sole founder of Frozen Codebase and helped grow the company from six employees to thirty two at our peak. During my time here I was a programmer, a producer, an executive producer, a business development manager, a president and a marketeer. The majority of my experience however was in leading a team to the finish line, acting as a Producer or.
Taught an average of 5-6 undergraduate courses per term (apx 15-18 credits per term). Courses averaged 30 students per semester and covered the following topics: computer science, data structures, game engine construction, game programming, management of game production, design, game animation, build configuration, debuggingCourse Listing (partial).
Santa Monica, California, US
At Radical Entertainment (Activision) I was the lead AI programmer on Hulk Ultimate Destruction. This basically meant I created all the AI for all the characters in the game, which ranged from simple soldiers to complex boss monsters. For a very brief period of time I was on the pre-production team for what would become the Prototype project.
Middleton, Wisconsin, US
At Raven Software I served as an Artificial Intelligence programmer. Together with my colleagues we created an AI library known as LICH which was used on Soldier of Fortune 2. I also ported the python scripting language into XMen Legends (on the PS2). Later I would go on to work on AI for Quake 4, as well as general FX work for an unannounced game.
Madison, WI, US
*Researcher (Undergraduate and Graduate)*Researched using machine learning in a first person shooter (undergraduate projects laboratory)*Gave talks including symposiums, guest talks at other campuses and conferences.*Fully integrated a machine learner into Soldier of Fortune 2 *Research activity on natural language processing within LamdaMOO; created a.
Milwaukee, WI, US
*Taught Introduction to Computer Science 2 (Data Structures, Advanced C++, OOP, Templates)*Gave lectures and lab sessions, created assignments, graded papers*Developed MUD Project: a Multi-User dungeon to use as an example of living/breathing assignments for students to work on (this project continues to this day via Linux boxes at UWM Campus)
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Ben Geisler, Ph.D. works for E-Line Media.
Ben Geisler, Ph.D. is listed as Game Developer at E-Line Media.
AeroLeads has found 1 work email signal at @elinemedia.com for Ben Geisler, Ph.D. at E-Line Media.
AeroLeads has found 6 phone signal(s) with area code 920, 360, 608 for Ben Geisler, Ph.D. at E-Line Media.
Ben Geisler, Ph.D. is based in Green Bay, Wisconsin, United States while working with E-Line Media.
Ben Geisler, Ph.D. has worked for E-Line Media, Roar Studios Inc., Lost Boys Interactive, Thawed Codebase, and Bethesda Game Studios.
You can use AeroLeads to view verified contact signals for Ben Geisler, Ph.D. at E-Line Media, including work email, phone, and LinkedIn data when available.
Ben Geisler, Ph.D. holds Doctor Of Philosophy - Phd, Computer Science from Nova Southeastern University.
Ben Geisler, Ph.D. is listed with skills including Game Development, Game Design, Xbox 360, Video Games, Programming, Gameplay, Wii, and Ps3.
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