Chris Allsopp Email and Phone Number
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Experienced tools programmer working predominantly in C# and C++ that has successfully helped ship multiple AAA games on multiple platforms. Recently transitioned into leadership and management of engineers.
Uncapped Games Studio Of Tencent America
View- Website:
- uncappedgames.com
- Employees:
- 23
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Lead Client Systems Engineer: Battle AcesUncapped Games Studio Of Tencent America Jun 2021 - Jul 2025Los Angeles, California, United States● Led the largest engineering sub-team (5 engineers) from pre-production through multiple alpha/beta tests, overseeing major Unity systems work supporting gameplay, FTUE, UI, progression, localization, and tooling. ● Scaled the engineering team from 3 to 18; led hiring, mentoring, planning, prioritization, triaging and tech debt mitigation. ● Established studio engineering standards: source control workflow, CI pipelines, onboarding docs, and code review policies. ● Designed and implemented core RTS gameplay systems including unit selection, command dispatch, ability handling, entity lifecycle management, replay/spectator modes, and C++/C# (sim-client) interop. ● Developed a data-marshalling layer for transmitting frame data from the Sim (C++) to the Client (C#) using FlatBuffers and later extended this system to implement a 'map-flipping' strategy that massively reduced environment art workload. ● Engineered high-performance C# code using ECS-style patterns, Span, ref struct, and Unity’s low-level native APIs, leveraging the Burst Compiler and Job System to efficiently interpolate hundreds of entity transforms. ● Built custom object pools and a custom lifecycle framework to address known perf and scalability limitations in Unity. ● Created an MVVM/data-binding framework to enable rapid UI iteration and minimize engineering overhead. -
Lead Tools Engineer (Principal): HearthstoneBlizzard Entertainment Jan 2018 - Jun 2021Irvine, Ca● Assumed ownership of a struggling team facing challenges, tech debt, and instability, and led a cultural and technical turnaround. ● Rebuilt team culture, transforming it from reactive to proactive by repairing relationships, aligning with long-term goals, and establishing clear responsibilities. ● Established structure and process, including SLAs, JIRA planning, onboarding documentation, and code reviews, while reducing a 600+ bug backlog to double digits by integrating bug triage into sprint planning. ● Partnered with the Technical Director to mentor engineers, define team values, and enhance engineering culture, emphasizing collaboration, mentorship, and shared accountability. ● Absorbed automation team responsibilities, taking on DevOps, CI/CD, and Build pipeline ownership, while continuing to improve Unity and in-house editors, tools, and workflows—without compromising team cohesion. -
Senior Programmer Ii: Core Tech - Diablo 4Blizzard Entertainment Jul 2014 - Dec 2017Irvine, Ca● Modernized the legacy MFC/C++ editor by transitioning to C#, WPF with MVVM while refining and building upon the established architecture and systems integral to the Diablo franchise. ● Led code generation efforts by replacing Diablo III’s C++ macros with a custom markup schema to generate compatible C++ and C# data structures (models), view models and dependency data. ● Added C++ serialization support for polymorphic data structures, dictionaries, optional fields and template types. ● Developed a generic property grid editor using C# reflection to enable dynamic editing of diverse asset types. Added advanced features like drag-and-drop, multi-editing, filtering, and deep copy/paste. ● Created a robust, searchable asset tree using async / await; a virtual folder system allowing logical organization of asset data without impacting source control; and architected an Asset Outliner to separate the hierarchy of complex asset data from its atomic field data, keeping the UI/UX clean and easy to use when working with heavy nesting. ● Extensively profiled tools and improved WPF performance utilizing such techniques as visual tree pruning, deferred loading of data templates, resource freezing & efficient merging of resource dictionaries. ● Created custom tool suites for editing complex data like effect groups, condition tree & AI behaviours. -
Senior Tools Programmer: Overwatch (Loan)Blizzard Entertainment Jan 2014 - Mar 2014Irvine, Ca● Additional Engineering Credit on Overwatch after completing a 2-month "tour of duty" focused on tools development. -
Senior Tools Programmer: Diablo Iii Console And Diablo Iii : Reaper Of SoulsBlizzard Entertainment Jul 2012 - Jul 2014Irvine, California● Developed tools to support the console port of Diablo III (Xbox 360 / PS3), enabling console-specific data overrides without the need to patch or impact live PC/Mac asset data. ● Created a cross-platform deployment tool (C++ / Qt) for managing builds across Xbox 360, Xbox One, PS3, & PS4 dev kits. -
Tools Programmer: Diablo IiiBlizzard Entertainment Oct 2009 - Jul 2012Irvine, California, United States● Refactored, maintained, and improved ‘Axe’, the team's legacy in-house editor (C++ / MFC), improving functionality & UX. ● Delivered new tools including 3D Transform Gizmos, Monster Distribution Previewer, Procedural Dungeon Generation Visualizer and VO/Localization recording status tracking. ● Built a C# launcher app to ensure the team always ran the latest tools and were synced with the correct Perforce branch and dataset according to discipline. ● Engineered a system to automatically integrate data-changes across branches and empower users to resolve merge conflicts. -
Lead Tools Programmer: Fable IiiLionhead Studios Oct 2008 - Sep 2009● Led tools development team (5 engineers) during ‘Fable III’ pre-production, focused on enhancing the Fable editor (C#). -
Tools Programmer: Fable IiLionhead Studios Oct 2005 - Oct 2008● Developed plug-ins for terrain editing, object manipulation, hit-testing, asset importers, and breakables. ● Maintained C++ interop layer between editor and engine for smooth runtime integration. -
ProgrammerUniversity Of Nottingham Jun 2004 - Sep 2004● Research work in the 'Mixed Reality Lab' focusing on ubiquitous computing and automation of the home. -
Junior Software Engineer And Technical DrawerAerosystems International Aug 2001 - Jun 2002● One year placement before attending university with the 'Year In Industry'.
Chris Allsopp Skills
Chris Allsopp Education Details
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University Of NottinghamComputer Science
Frequently Asked Questions about Chris Allsopp
What company does Chris Allsopp work for?
Chris Allsopp works for Uncapped Games Studio Of Tencent America
What is Chris Allsopp's role at the current company?
Chris Allsopp's current role is Lead Client Systems Engineer: Battle Aces.
What is Chris Allsopp's email address?
Chris Allsopp's email address is ch****@****ail.com
What schools did Chris Allsopp attend?
Chris Allsopp attended University Of Nottingham.
What are some of Chris Allsopp's interests?
Chris Allsopp has interest in Football (Watching And Playing), Cooking, Cross Fit, Writing Children's Stories, Reading, Painting, Music (Guitar And Piano), Video Games, Ice Hockey, Film.
What skills is Chris Allsopp known for?
Chris Allsopp has skills like Xbox 360, C#, Game Development, Video Games, C++, Perforce, Console, Ps3, Lua, Gameplay, Computer Games, Xml.
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