Bryce Nelson
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Bryce Nelson Email & Phone Number

UI Engineer at Bit Reactor, LLC
Location: Bothell, Washington, United States 11 work roles 2 schools
1 work email found @harebrained-schemes.com 1 phone found area 206 LinkedIn matched
✓ Verified July 2026 4 data sources Profile completeness 100%

Contact Signals · 1 work email · 1 phone

Work email b****@harebrained-schemes.com
Direct phone (206) ***-****
LinkedIn Profile matched
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Current company
Role
UI Engineer
Location
Bothell, Washington, United States
Company size

Who is Bryce Nelson? Overview

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Quick answer

Bryce Nelson is listed as UI Engineer at Bit Reactor, LLC, a with 17 employees, based in Bothell, Washington, United States. AeroLeads shows a work email signal at harebrained-schemes.com, phone signal with area code 206, and a matched LinkedIn profile for Bryce Nelson.

Bryce Nelson previously worked as Senior Software Engineer at Red Lens Games and Senior Generalist Engineer at Harebrained Schemes. Bryce Nelson holds Bachelor Of Science (Bs), Computer Science from Digipen Institute Of Technology.

Company email context

Email format at Bit Reactor, LLC

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{first_initial}{last}@harebrained-schemes.com
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AeroLeads found 1 current-domain work email signal for Bryce Nelson. Compare company email patterns before reaching out.

Profile bio

About Bryce Nelson

Versatile Game Developer with 8+ years of experience shipping games and applications on PC, Xbox, Steam Deck, Oculus Rift, GearVR, Daydream, iOS and AndroidPassionate about finding flexible solutions to problems making the development process as easy and quick as possible.Extensive experience on UI/UX, Input and Accessibility game development.

Listed skills include C++, Video Games, C#, C, and 26 others.

Current workplace

Bryce Nelson's current company

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Bit Reactor, LLC
Bit Reactor, Llc
UI Engineer
Bothell, WA, US
Website
Employees
17
AeroLeads page
11 roles

Bryce Nelson work experience

A career timeline built from the work history available for this profile.

Senior Software Engineer

External Developer working on Hytale

Senior Generalist Engineer

While working on the CoreTech team I was responsible for developing and maintaining core systems and tools used and reused across different game projects.Additionally to being a great engineer I also acted as an accessibility advocate for the studio. Which included presentations, writing standards, removing technical barriers and advocating that accessibility was considered part of core systems and projects.The first of the systems I developed was a View, View model, Controller UIUX system for unity which used an element binding system to link code to elements. Additional features included optimized ui layout, text scaling support and soft keyboard support for Xbox/Playstation/SteamAs extensions to the UIUX system I designed a Subtitle/Caption System to be used both for cinematics, in game dialog and captions.For an unfinished project I developed a Comic Panel layout and animation system for use in stylized cutscenes.Refactored and managed a data system built on top of the unity addressable package that utilized a custom asset tagging system f that allowed addresses easily generated, repaired, updated. Designed a generic settings manager which was responsible for both player facing and developer used custom settings.Made a number of extensions to unity's input system package to support an input context stack, various player facing settings and a system for Haptic/Vibration patterns.Worked with another engineer to put together a proposal and plan to get Lamplighters League verified on Steam Deck. Created a data driven credits system that could be created and updated by producers with minimal dev support.Developed the core components for the in game debug system such as Command Console, Debug Dump and Log View.Worked with the Harebrained Schemes JEDI (Justice Equity Diversity Inclusion) group to provide suggestions and guidance related to the inclusive culture at the studio

Feb 2019 - Jun 2023

Software Engineer

Redmond, Washington

Working with the Surface Devices Team

Sep 2018 - Mar 2019

Game Developer Vr

Greater Seattle Area

Responsible for user interface implementation and optimization across multiple platforms (including both VR and AR). Wrote a custom slot visualization system that supported server-client interaction and artist effects.Owner of a cross platform input handler which included support for mixed reality headsets, surface detection, hand tracking, touch gestures and haptic feedback. Implemented audio playback and analysis from various industry sources, providing visualization tools to artists and designers.

Jun 2015 - Aug 2018

Game Programmer

Implemented the main aspects of gameplay logic, including the logic for Units, Towers, Castles and Saviors. As well as the unit movement system which use a way point system and a heat map to direct units, that was later refined into a rail movement system following design changes.Responsible for several design time tools including a battlefield mesh stitcher, heat map generator camera path generator and path creator.Developed a data manager for parsing and filling data objects with both csv and json data, in conjunction with GoogleFu and a custom parsing system.

Jun 2014 - Jun 2015

Gameplay Developer And Systems Architect

Event Horizon Games (Student Team)

Gameplay Developer and Systems Architect for Prince Of Space, a 3D sci-fi turn based strategy game build in the Unity game engine. Where you command your forces throughout the galaxy to liberate worlds held by an alien empire and eventually become the Prince of Space.Worked on the core game play systems, including a turn/phase controller, which supported 2 movement phases (User controlled and AI controlled) and the battling system. Created the weapon firing manager, which featured: position offset for projectile placement, simultaneous shots as well as multiple volleys. Constructed the main camera script and a simple ship name generator which uses two lists (adjectives and noun) for its combination as well as a third list for unique names

Sep 2013 - May 2014

Application Developer

Mccarthy Music

Made the proof of concept for a currently unannounced application.Created the core C# framework which included support for hardware interfacing, various modes & mini-games, XAML content displaying with WPF and application specific content. More on this project when it is announced.

May 2013 - Aug 2013

Tools And General Programmer

Ozone Games (Student Team)

Tools and General Programmer for Aztech, a 3D futuristic Aztec arena brawler featuring local multiplayer, a dynamic arena, and deadly traps.Worked on development tools, including a level editor, object archetype editor and a camera editor to edit the different types of cameras we used.Worked on the Architecture for our custom component based c++ engine, including a delegate based messaging system, level managing system, xml serialization system, camera manager and object parenting.Worked as "Debug Lead," which was responsible for classification, analysis, and delegation of newly discovered bugs to the appropriate team members following test sessions.

Sep 2012 - May 2013

Project Fun Summer Workshop Teacher

Redmond Wa

Taught Kids ages 12 to 18 how to program in C# for a week which they then used to create their own game over the course of the following week.

Jun 2012 - Aug 2012

System Architecture And Tools Programmer

Team Douse (Student Game)

Douse2D poetic-experience platformer about a raindrop sprite returning home to the sky.Winner at Tokyo Game Show Sense of Wonder Night 2012 Competition for "Cool Redefinition of Traditional Style"Douse was released for PC 2012 and is free to playIt can be download here: http://douse.nfshost.comAwards:- Top 10 finalist, Sense of Wonder Night, Tokyo, Japan- Best 2D Visual Design, DigiPen Game Awards- Best Poetic Experience, DigiPen Game AwardsWorked on the Architecture, Tools and Gameplay for Douse.Constructed a custom c++ component based game engine for Douse which included messaging, in-game level editor, out of game archetype editor and serialization

Sep 2011 - Aug 2012
Team & coworkers

Colleagues at Bit Reactor, LLC

Other employees you can reach at redlens.com. View company contacts for 17 employees →

2 education records

Bryce Nelson education

FAQ

Frequently asked questions about Bryce Nelson

Quick answers generated from the profile data available on this page.

What company does Bryce Nelson work for?

Bryce Nelson works for Bit Reactor, LLC.

What is Bryce Nelson's role at Bit Reactor, LLC?

Bryce Nelson is listed as UI Engineer at Bit Reactor, LLC.

What is Bryce Nelson's email address?

AeroLeads has found 1 work email signal at @harebrained-schemes.com for Bryce Nelson at Bit Reactor, LLC.

What is Bryce Nelson's phone number?

AeroLeads has found 1 phone signal(s) with area code 206 for Bryce Nelson at Bit Reactor, LLC.

Where is Bryce Nelson based?

Bryce Nelson is based in Bothell, Washington, United States while working with Bit Reactor, LLC.

What companies has Bryce Nelson worked for?

Bryce Nelson has worked for Bit Reactor, Llc, Red Lens Games, Harebrained Schemes, Microsoft, and Presence Labs.

Who are Bryce Nelson's colleagues at Bit Reactor, LLC?

Bryce Nelson's colleagues at Bit Reactor, LLC include Mitchell Lee, Veasna Chhaysy-Park, Jon Castro, André Tremblay, and Ryan E..

How can I contact Bryce Nelson?

You can use AeroLeads to view verified contact signals for Bryce Nelson at Bit Reactor, LLC, including work email, phone, and LinkedIn data when available.

What schools did Bryce Nelson attend?

Bryce Nelson holds Bachelor Of Science (Bs), Computer Science from Digipen Institute Of Technology.

What skills is Bryce Nelson known for?

Bryce Nelson is listed with skills including C++, Video Games, C#, C, Game Development, Gameplay, C++ Language, and Programming.

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