Christopher Coster

Christopher Coster Email and Phone Number

Member of Technical Staff @ Generation Alpha Transistor
California, United States
Christopher Coster's Location
San Francisco Bay Area, United States, United States
Christopher Coster's Contact Details
About Christopher Coster

I make games. From researching and building the underlying technology, to creating gameplay mechanisms. I've worked on a variety of projects across different platforms, with some teams of amazing people. I'd like to continue the journey.Specialties: Implementing and refining systems for networked and offline environments. Custom scene databases and their use for network / physics / collision logic. Simultaneous multi-platform development. Experience with making things work on Playstation 3/2, Wii, Xbox, Windows (and occasionally OS X and Linux.) Languages include: C++, Python, Java, C#.

Christopher Coster's Current Company Details
Generation Alpha Transistor

Generation Alpha Transistor

View
Member of Technical Staff
California, United States
Employees:
4
Christopher Coster Work Experience Details
  • Generation Alpha Transistor
    Member Of Technical Staff
    Generation Alpha Transistor
    California, United States
  • Bazooka Tango
    Staff Software Engineer
    Bazooka Tango Jul 2024 - Present
    San Mateo, Ca, Us
  • Manticore Games Inc.
    Senior Software Engineer
    Manticore Games Inc. Oct 2018 - Jun 2023
    San Mateo, Ca, Us
    "Core Platform" - As a generalist on this project I worked on several different areas including gameplay (adding objects to be used in user generated content), graphics subsystems (integrating a new terrain rendering system and building tools to sculpt landscapes), cataloging + publishing user-generated content (for users to tag and upload their creations) and porting. Was responsible for the initial port of Core to Xbox (cancelled) and a rough early port to iOS. Unreal Engine 4, C++, Lua and some Python scripting.
  • Roblox
    Senior Software Engineer
    Roblox Sep 2017 - Sep 2018
    "Roblox", I worked on the team rebuilding the social and chat features on iOS and Android. The new UI ran inside the Roblox engine using a React clone (Roact) and Lua.
  • Zynga
    Principal Software Engineer / Engineering Manager
    Zynga Apr 2012 - Sep 2017
    San Francisco, California, Us
    PRINCIPAL SOFTWARE ENGINEER (2016-2017)"Words With Friends 2", social word game. Assisting with features for the native Android client while most of the game team was focused on the upcoming launch of Words 3. Tech: Android native development, Java.ENGINEERING MANAGER (2015-2016)"Hit It Rich!" / "Spin It Rich"​, casino/social games on iOS and Android with a shared codebase. Leading the systems engineering team that worked on building out client features, maintaining cross-platform support, payment systems, performance / optimization and scripting automated build systems.PRINCIPAL SOFTWARE ENGINEER (2014-2015)"Hit It Rich!"​, a casino/social game on iOS and Android. Building client features, integrating and maintaining payment systems, porting from iOS to Android. Tech: Unity, C#.SENIOR SOFTWARE ENGINEER (2013)"Solstice Arena"​, a 3D multiplayer combat game on PC, Mac and iOS. I was primarily working on cross-platform issues. Tech: Unity, C#.SENIOR SOFTWARE ENGINEER (2012)"ChefVille", a restaurant simulator/social game on Facebook. Mostly building game systems that could then be used by designers to build content and quests. Yum! Tech: Actionscript, Flash.
  • Lolapps
    Senior Software Developer
    Lolapps Nov 2011 - Mar 2012
    Hong Kong, Hk
    Senior developer on the live support team for "Ravenskye City" and "Ravenwood Fair" - social games on Facebook, played by millions of users.Implemented features and gameplay for content packs. My work included server and client-side development. This company was also my first introduction to paired programming, which I really enjoyed. The company shut down in March 2012.Tech: Actionscript / Flash on the client, Python on the server.
  • Atomic Operations
    Lead Software Developer
    Atomic Operations Nov 2009 - Oct 2010
    Us
    Co-founder and lead programmer at Atomic Operations. (After Titan Studios cancelled Fat Princess, several of us banded together to form our own company and continue development.)Technical lead on the "Fat Roles" expansion pack for the game "Fat Princess" on Playstation 3, published by Sony Computer Entertainment. Implemented networked (and local) shared-screen mode (32 players, 8 machines), expansion content gameplay updates and fixes. Tech: C++, RakNet, native PS3 SDK.Early prototype work for "Escape Plan", released on Playstation VITA in 2012.(As of 2011, 'Atomic Operations' is now called 'Fun Bits'.)
  • Titan Studios
    Senior Programmer
    Titan Studios Oct 2007 - Oct 2009
    "Fat Princess" - action strategy game for the Playstation 3. Network, gameplay, some AI and general programming. Implemented 32-player networking; built gameplay features and character behavior / decision making; general support programming as necessary on a small team. Tech: C++, RakNet.Some short-term contracting work on an undisclosed Wii game, building graphical effects.("Titan Studios" was known as "Darkstar Industries" in early 2008, before moving to Seattle in June 2008 - and becoming a division of Epic Games China.)
  • Netdevil
    Lead Programmer
    Netdevil Jun 2004 - Oct 2007
    Louisville, Colorado, Us
    LEAD DEPLOYMENT PROGRAMMER (2006-2007)"LEGO Universe"​ MMOG project. Prototype work, trying to help determine the direction of the game; lead deployment programmer - building systems for processing game assets and updating the installed game. Tech: Python.SENIOR PROGRAMMER (2004-2006)"Auto Assault" MMORPG / action game for the PC - I wrote the terrain rendering engine and ground clutter system used on this game. Also networked gameplay programmer and generalist. I implemented most gameplay types for missions and overhauled the GUI tools for designers. Wrote the installer and worked on the patcher (which I then rebuilt for LEGO Universe...) Tech: C++, DirectX / Direct3D, Microsoft Foundation Classes, C#, .NET.
  • Evil Genius Games
    Senior Programmer
    Evil Genius Games Mar 2004 - Jun 2004
    Ported "Rise Of The Nile" (puzzle game) to Apple OS X and Linux. Tech: C++, Xcode, GNU toolchain.
  • Jaleco Entertainment
    Engine Programmer
    Jaleco Entertainment Dec 2001 - Feb 2004
    Engine programmer - gameplay, basic AI, physics / collision - for "Goblin Commander" (a real-time strategy game on Xbox, PS2 and Gamecube) and "Trailer Park Tycoon" (simulation / RTS for the PC). Tech: C++.
  • Vr1 Entertainment
    Game Programmer
    Vr1 Entertainment Sep 1999 - Dec 2001
    Worked on Xbox launch title "Nightcaster 1" action RPG - implemented particle and spell / gameplay systems. My code was also used for the sequel - "Nightcaster 2" (which I have a voice acting credit for). Tech: C++, DirectX / Direct3D, x86 assembler.
  • Devil'S Thumb Entertainment
    Game Programmer
    Devil'S Thumb Entertainment Jul 1997 - Sep 1999
    Worked on "Tides Of War" RTS - user interface and graphical effects (water, smoke, sinking ships). Worked on "Hired Guns" a 1st person shooter as a gameplay programmer before it was cancelled in late 1999 (I was also the voice actor for the main character of "Osverger"!) Tech: C++, DirectDraw, Microsoft Foundation Classes.

Christopher Coster Skills

Ps3 Game Development Video Games Gameplay Game Design Mmo Social Games Directx C++ Gameplay Programming Wii Xbox Perforce Artificial Intelligence Opengl Computer Graphics User Interface Python Character Animation Network Programming Physics Simulation Game Engines Game Programming Unity3d Lightroom Photography Event Photography

Christopher Coster Education Details

  • University Of Reading
    University Of Reading
    Computer Science

Frequently Asked Questions about Christopher Coster

What company does Christopher Coster work for?

Christopher Coster works for Generation Alpha Transistor

What is Christopher Coster's role at the current company?

Christopher Coster's current role is Member of Technical Staff.

What is Christopher Coster's email address?

Christopher Coster's email address is cr****@****ail.com

What is Christopher Coster's direct phone number?

Christopher Coster's direct phone number is +120635*****

What schools did Christopher Coster attend?

Christopher Coster attended University Of Reading.

What are some of Christopher Coster's interests?

Christopher Coster has interest in Health.

What skills is Christopher Coster known for?

Christopher Coster has skills like Ps3, Game Development, Video Games, Gameplay, Game Design, Mmo, Social Games, Directx, C++, Gameplay Programming, Wii, Xbox.

Free Chrome Extension

Find emails, phones & company data instantly

Find verified emails from LinkedIn profiles
Get direct phone numbers & mobile contacts
Access company data & employee information
Works directly on LinkedIn - no copy/paste needed
Get Chrome Extension - Free

Aero Online

Your AI prospecting assistant

Download 750 million emails and 100 million phone numbers

Access emails and phone numbers of over 750 million business users. Instantly download verified profiles using 20+ filters, including location, job title, company, function, and industry.