Senior User Interface Engineer
CurrentFeatures development and UI / UX engineering for Overwatch 2
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@blizzard.com
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Christopher Bireley is listed as Senior User Interface Engineer at Blizzard Entertainment, based in Plano, Texas, United States. AeroLeads shows a work email signal at blizzard.com and a matched LinkedIn profile for Christopher Bireley.
Christopher Bireley previously worked as Senior User Interface Engineer at Bit Fry Game Studios, Inc. and Senior Software Engineer at Game Circus. Christopher Bireley holds Master Of Science (M.S.), Computer Science from University Of Utah.
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AeroLeads found 1 current-domain work email signal for Christopher Bireley. Compare company email patterns before reaching out.
As a Senior UI / UX engineer and product Architect, my ambition is to utilize my skills in the areas of systems architecture, software development, graphics, and visualizations.Expert and go-to person in the areas of architecting and implementing effective user interaction, data flow, gameplay systems, new IP development, and user interfaces. These are areas that I am extremely passionate about due to its blend of design and technical execution as it has a measurable and direct impact to a product's launch success. This intersection of art and technology is where I excel and provide guidance to Engineering, Design and other groups in order to provide the best gaming experience. Specialties:- C / C++ / C#- OpenGL / cG / GLSL- Mobile Development in both Android and iOS- .NET- Java- CUDA- Flash- ActionScript- Lua- Python- Unity- XML- Visual Studio- Perforce- SVN- Photoshop- Maya
Listed skills include Unity, Unreal 4, Unreal Engine, Game Development, and 46 others.
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Irvine, Ca, Us
Features development and UI / UX engineering for Overwatch 2
Portsmouth, New Hampshire, Us
(Unreal 4) Responsible for bringing the UI infrastructure up to date with modern Unreal Slate and UMG paradigms. Developed the Engineering Coding Standards and Style Guide to be used at the studio. Worked on developing new gameplay features to be released as live content to users. Collaborated with artists and animators in bringing FX and user delight to the UI of the product. Shipped an Apple Arcade title to be played on iOS, Apple TV, and Mac.
Dallas, Tx, Us
(Unity) Lead Engineer, Architect, and Programmer on five titles within Unity which were released world-wide on Android and iOS mobile devices. Two of the titles reached Top 10 charts on iOS and Android. As Architect, I would develop the core game engine/framework for most of the new IP developed at the studio. Taught and trained new junior developers. Developed in-house tools and resources to be used cross department between Art, Design, and Programming.
(Unreal 4) Directed the overall creative direction of the company. Designed three alphaprojects, including a 3D side-scrolling Metroidvania game built using Unreal 4. Created gamedesign/mechanic documents, world & creature lore, level design, and art direction for outsourced art.
San Francisco, California, Us
UI and UX design, architecture, and implementationWhen Bonfire was acquired by Zynga I took the primary position of architecting, designing, and implementing the UI and UX used in CastleVille (one of the largest social games to date). Last project was working in Unity for upcoming mobile title doing UI / UX and gameplay animation.I working cross-department and cross-project. I jumped in to get a solid base of Unity and the UI toolset NGUI as fast as possible to give feedback to the rest of the team regarding its viability. In addition to UI work, I worked closely with the animators department to polish the look and user interaction of the game. I also branched out of UI to do gameplay work, too, thereby diversifying my expertise on the game.
Worked on gameplay logic and UI using XNA and .NET for a Windows Mobile project named Game Chest. Created achievement systems to track and reward the player. Dealt with the intricacies of saving, loading, and tombstoning a mobile device.Created and polished a lot of the game user experience, flow, touch input, and interface. Worked closely with the art team to integrate animations and polish them until release.
Burbank, Ca, Us
Tools Engineer. Development of internal tools used by the engine team, the game programming team, the animation team, and the artists. These tools include: automatic tracker of errors in daily builds; automatic error reporting from other internal tools; game play data visualizer for play test results; animation node dependency graph visualizer.
Plug-in development for DAZ Studio software. General software development and maintenance for DAZ Studio. Daily builds and installer specialist for all four product lines and their respective plug-ins. Worked with 3D content artist for proper integration of assets into the software.
Production Flashing, building, testing, and configuring wireless radio products for the use of distributing next generation, converged digital solutions: High speed / long range internet and LAN connections; VoIP; video surveillance; video kiosking; media servers.
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Christopher Bireley works for Blizzard Entertainment.
Christopher Bireley is listed as Senior User Interface Engineer at Blizzard Entertainment.
AeroLeads has found 1 work email signal at @blizzard.com for Christopher Bireley at Blizzard Entertainment.
Christopher Bireley is based in Plano, Texas, United States while working with Blizzard Entertainment.
Christopher Bireley has worked for Blizzard Entertainment, Bit Fry Game Studios, Inc., Game Circus, Gravistar Labs, Llc, and Zynga.
You can use AeroLeads to view verified contact signals for Christopher Bireley at Blizzard Entertainment, including work email, phone, and LinkedIn data when available.
Christopher Bireley holds Master Of Science (M.S.), Computer Science from University Of Utah.
Christopher Bireley is listed with skills including Unity, Unreal 4, Unreal Engine, Game Development, C++, C#, C, and Video Games.
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