Bill Randolph

Bill Randolph Email and Phone Number

Principal Engineer, Diablo IV @ Blizzard Entertainment
Georgetown, TX, US
Bill Randolph's Location
Georgetown, Texas, United States, United States
Bill Randolph's Contact Details
About Bill Randolph

Bill Randolph is a Principal Engineer, Diablo IV at Blizzard Entertainment. He possess expertise in game development, video games, mmo, perforce, c++ and 16 more skills. Colleagues describe him as "I have the highest respect to Bill's work at KingsIsle. He started and for a long time was a sole developer of the client side of our project. The code he has created is solid, well documented and easy to maintain. He has experience in many development areas and there is nothing that he cannot tackle. It was really nice working with Bill both professionally and personally."

Bill Randolph's Current Company Details
Blizzard Entertainment

Blizzard Entertainment

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Principal Engineer, Diablo IV
Georgetown, TX, US
Website:
blizzard.com
Employees:
5827
Bill Randolph Work Experience Details
  • Blizzard Entertainment
    Principal Engineer, Diablo Iv
    Blizzard Entertainment
    Georgetown, Tx, Us
  • Blizzard Entertainment
    Lead Online Engineer, Diablo Iv
    Blizzard Entertainment May 2017 - Present
    Irvine, California, United States
    Designs and implements systems for the Diablo IV Online Team, which is responsible for the server infrastructure for Diablo IV. These systems include all social systems for online player interaction, matchmaking to find games for players, and a plethora of support systems for our high-availability server architecture.Specific areas of responsibility include:* Matchmaking: As players move around the world of Diablo IV, they move from one game instance to another transparently. The matchmaking system finds or creates games for players to move into.* High-Availability Server Systems: The Diablo IV servers are next-gen, designed to scale up or down on demand. I am responsible for the software that is central to service discovery, partitioning of work, and network locks/leader election.* Voice Chat: integrated the company's voice chat technology into the game.
  • Blizzard Entertainment
    Lead Software Engineer
    Blizzard Entertainment Apr 2014 - May 2017
    Irvine, Ca
    Supervises software development on the Game Services team at Battle.netTechnical Lead, Battle.net Game Service: Game Service develops and maintains a global server platform (“Aurora”) to provide social features to all Blizzard products, including friends, presence, chat, groups, authentication, and many others. As Technical Lead, I am a manager, architect, and programmer.* Led development of the low-level SDK which allows game teams to communicate with the infrastructure, and consume the social services in-game. The SDK was eventually adopted by every Blizzard game team. * Led addition of dozens of features to the Battle.net Game Service platform, such as NID (National ID) for China, Facebook integration, Websocket to support Xbox One connections to the service, and telemetry for diagnostics, health & status. * Developed health & status monitoring tools to assist us in performing Live Operations support globally* Contributed to numerous Blizzard products including World of Warcraft: Warlords of Draenor, Legion, Hearthstone, Starcraft II: Legacy of the Void, Heroes of the Storm, and Overwatch
  • Universal Music Group
    Video Remastering Specialist
    Universal Music Group Feb 2022 - Present
    Remastered music videos into HD, for Blondie (entire catalog of 23 videos), John Mellencamp, Sheryl Crow, and Eve. Work is ongoing in spare time.
  • Ticom Geomatics
    Senior Network Developer
    Ticom Geomatics Jul 2012 - Mar 2014
    Austin, Tx
    Senior Network Developer* Developed cutting-edge network technology to handle transmission of large amounts of data over challenged connections. * Developed a web front-end GUI and back-end server to manage configuration and deployment of network topology, and to diagnose connection problems and display real-time debug information. Server dynamically computes routing information based on connectivity graph.* Implemented data filters to redact information in real-time. * Implemented a web front-end interface for configuration of GEOnet, the company's premier geolocation software product.* Implemented a utility to detect and overcome MTU black holes.Technologies Used: C++, TCP/IP, UDP, Boost threads, Boost Graph Library, Boost ASIO, Linux, Wt, Java, Perl
  • Electronic Arts (Ea)
    Senior Software Engineer
    Electronic Arts (Ea) Mar 2010 - Jun 2012
    Austin, Tx
    Senior Software Engineer on Command & Conquer: Generals 2 and Star Wars: The Old Republic* Developed unit movement system for both client & server, using a heavily multithreaded server architecture. Built code for pathfinding, collision handling & avoidance using Reciprocal Velocity Obstacles, locomotion and simple vehicle & aerodynamic behaviors.* Contributed to the client/server communications and connection protocol* Re-architected the Frostbite 2 engine to support our server instead of their built-in server Technologies Used: C#, .Net (including the Task API), C++
  • Trion Worlds, Inc.
    Senior Software Engineer
    Trion Worlds, Inc. Dec 2008 - Dec 2009
    Austin, Tx
    * Platform Integration Engineer for one of our products in the pipeline. Liaison between Trion and thedeveloper, to provide them with support on our offerings, and to help them integrate those offerings into their product. Involves requirements gathering, specification, and implementation assistance.* Co-developed the Distributed Test System, a system for functional testing.* Developed the Grouping Service, a Platform offering that provides player grouping and looking-for-group functionality to a developer.* Supported and maintained the Patching Service, the system that allows users to patch new content from a live product.Technologies Used: C++, C#, CLucene Search Engine, Thread Pooling
  • Kingsisle Entertainment
    Lead Client Programmer
    Kingsisle Entertainment Jun 2005 - Oct 2008
    Austin, Tx
    Lead Client Programmer for Wizard 101, a Massively-Multiplayer Online Game for children.* Supervised all client-side architecture decisions* Interviewed candidates for client & server programming* Used the 3rd-party game engine Gamebryo for 3D graphics, combined with a custom GUI implementation* Wrote lighting triage system, which extended existing Gamebryo lighting. Allowed the artists to control which lights lit which areas and/or characters.* Developed pixel shader screen post-processor system, with a bloom effect* Developed camera AI and collision, player movement logic, minidump bug reporting facility* Wrote the C# interface between our game editor (developed in-house in C#) and Gamebryo* Wrote our build system in C#* Prototyped & co-developed the in-game cinematic technology used for combat Technologies Used: Windows C++, .Net, C#, DirectX 9, Gamebryo, Multithreading, Lua
  • Super Happy Fun Fun
    Senior Programmer
    Super Happy Fun Fun Oct 2004 - Jun 2005
    Austin, Tx
    Senior Programmer on the development of 2 games for cell phone platforms. Titles developed were Ace Yeti Trapper (a 2D maze game) and Lords of Dogtown (a 2D skateboarding game), both for the Brew C++ platform.Technologies Used: Brew C++
  • Ncsoft
    Lead Programmer
    Ncsoft Apr 2001 - Jul 2004
    Austin, Tx
    Lead Programmer for Tabula Rasa, a massively multiplayer online game.* Handled hiring of programming staff of up to 10 programmers, and management of those programmers including annual reviews and salary reviews* Directed the technical design for the client* Developed and ensured adherence to the engineering processes followed by the team, including regular design reviews, code reviews, and coding standards* Developed and managed the programmer schedule* Developed the annual programmer budget. Recommended equipment and software purchases.* Interfaced extensively with the Art and Design departments to work through technical issues involving the art pipeline and world building tools, as well as to identify technical requirements for the game.* In my remaining “spare time”, I developed some of the game code, including the first version of the world editor, the interface code to Hybrid's dPVS (Dynamic Potentially Visible Set) system, and the camera collision logic.Technologies Used: Windows, Linux C++, Qt, DirectX 9, Gamebryo, Python, ADO, MFC
  • Wizards Of The Coast
    Lead Programmer
    Wizards Of The Coast Jul 2000 - Apr 2001
    Austin, Tx
    Lead Programmer for Dungeons and Dragons Online, a massively multiplayer online game.* Hired and managed the programming staff* Directed the technical design for the game* Developed and managing programmer schedules* Interfaced with the Art and Design departments to identify technical requirements and provide technical recommendations for the team such as target client platform, technology licenses, and software purchasing Technologies Used: Windows C++, DirectX, Gamebryo
  • Electronic Arts (Ea), Origin Systems
    Lead Programmer
    Electronic Arts (Ea), Origin Systems Jun 1997 - Jul 2000
    Austin, Tx
    Lead Programmer for Ultima IX: Ascension, the ninth in the Ultima series of games. * Management responsibilities included hiring a staff of up to 10 programmers, handling quarterly and annual reviews for them, and managing the programmer schedule and each programmer’s priorities. Additionally, I was the technical point of contact for the company’s upper management and the QA and marketing departments. Programming responsibilities included overseeing the engine architecture and implementation from an engineering standpoint, as well as specifically coding major game subsystems, including lighting, engine process management, avatar and creature world movement and AI. I also contributed to development of the game’s weather and physics, and wrote the Glide renderer.* Member of Origin’s Technology Council, a team of senior engineers who served as a steering committee for Origin’s technical decisions and processes* Received the 1998 Origin Left-Brain Award, an annual award given to the employee demonstrating outstanding technical excellence* Received the 1999 Origin Most Valuable Player award, an annual award given to the overall most valued employee in the companyTechnologies used: Windows, C++, DirectX 7, Glide
  • Westwood Studios
    Senior Programmer
    Westwood Studios Feb 1994 - Jun 1997
    Las Vegas, Nv
    Lead Programmer on Command and Conquer, the Strategy Game of the Year for 1995. Senior Programmer on C&C: Red Alert.* Designed and implemented all multiplayer code (modem and IPX protocol over a LAN), the game editor, saving and loading games, the user interface, and computer AI scripting. Also responsible for two Internet-only implementations of C&C, which run on the Ten and MPath Internet gaming environments* Implemented modem and LAN multiplayer for Command and Conquer: Red Alert, along with the user interface, and Ten and MPath implementations of Red Alert.* Lead Programmer on Command and Conquer: Sole Survivor, an Internet-only Client / Server implementation of Command and Conquer. The game supported up to 100 players simultaneously over the Internet.* Designed and developed Westwood’s full-screen video player, based upon an existing Vector Quantization image compression algorithm.* Implemented a distributed-processing network environment, used by Westwood for image compression and distributed compiling.Technologies Used: MS-DOS, C, C++, x86 Assembly, Windows 95, IPX, TCP/IP, UDP
  • Scott Instruments Corporation
    Senior Software Engineer
    Scott Instruments Corporation Jan 1990 - Feb 1994
    Denton, Tx
    * Designed, developed, and documented the Vocabulary Development System, a software system that allowed users to collect and review a database of hundreds of audio samples, then to combine those samples into a speaker-independent speech recognition vocabulary.* Integrated a speech recognition user interface into the computer games Star Trek 25th Anniversary by Interplay, and When Two Worlds War by Impressions.* Designed and developed general-purpose graphics and utility libraries, and graphical research tools for speech recognition research. Designed and conducted experiments to assess the technology’s performance.* Developed graphical real-time data acquisition software used to research the forces within the horse’s hoof. The software allowed construction of a 3D graphical representation of the hoof for biomechanical analysis, and real-time data acquisition of force measurements.Technologies Used: MS-DOS, C, x86 Assembly, Unix, AmigaDOS
  • General Dynamics
    Software Lead, Human Factors Laboratory
    General Dynamics Jul 1988 - Jan 1990
    Fort Worth, Tx
    * Developed flight simulation models and scenarios used for evaluating various experimental cockpit displays. Flight models included aircraft models, weapons models, and enemy AI models. All graphics were rendered on Silicon Graphics workstations.* Performed Technical Director duties for General Dynamics’ Human Factors Lab. Technologies Used: Unix, C, Silicon Graphics gl

Bill Randolph Skills

Game Development Video Games Mmo Perforce C++ Computer Games Game Design Xbox 360 Scripting Gameplay Directx C# Linux Opengl Jira Scrum Objective C Quality Assurance Subversion Ps3 Apis

Bill Randolph Education Details

Frequently Asked Questions about Bill Randolph

What company does Bill Randolph work for?

Bill Randolph works for Blizzard Entertainment

What is Bill Randolph's role at the current company?

Bill Randolph's current role is Principal Engineer, Diablo IV.

What is Bill Randolph's email address?

Bill Randolph's email address is br****@****ail.com

What is Bill Randolph's direct phone number?

Bill Randolph's direct phone number is +151294*****

What schools did Bill Randolph attend?

Bill Randolph attended Texas A&m University, Texas A&m University.

What skills is Bill Randolph known for?

Bill Randolph has skills like Game Development, Video Games, Mmo, Perforce, C++, Computer Games, Game Design, Xbox 360, Scripting, Gameplay, Directx, C#.

Who are Bill Randolph's colleagues?

Bill Randolph's colleagues are Jay Friedman, Anthony Eftekhari, Doug C., Pj Rivas, Ana San Carlos Alomar, Loree Perrett, Rebecca Lilienfeld.

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