Christopher Coster Email and Phone Number
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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#.
Generation Alpha Transistor
View- Website:
- generation-alpha-transistor.com
- Employees:
- 4
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Member Of Technical StaffGeneration Alpha TransistorCalifornia, United States -
Staff Software EngineerBazooka Tango Jul 2024 - PresentSan Mateo, Ca, Us -
Senior Software EngineerManticore Games Inc. Oct 2018 - Jun 2023San 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. -
Senior Software EngineerRoblox 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.
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Principal Software Engineer / Engineering ManagerZynga Apr 2012 - Sep 2017San Francisco, California, UsPRINCIPAL 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. -
Senior Software DeveloperLolapps Nov 2011 - Mar 2012Hong Kong, HkSenior 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. -
Lead Software DeveloperAtomic Operations Nov 2009 - Oct 2010UsCo-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'.) -
Senior ProgrammerTitan 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.)
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Lead ProgrammerNetdevil Jun 2004 - Oct 2007Louisville, Colorado, UsLEAD 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. -
Senior ProgrammerEvil Genius Games Mar 2004 - Jun 2004Ported "Rise Of The Nile" (puzzle game) to Apple OS X and Linux. Tech: C++, Xcode, GNU toolchain.
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Engine ProgrammerJaleco Entertainment Dec 2001 - Feb 2004Engine 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++.
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Game ProgrammerVr1 Entertainment Sep 1999 - Dec 2001Worked 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.
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Game ProgrammerDevil'S Thumb Entertainment Jul 1997 - Sep 1999Worked 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
Christopher Coster Education Details
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University Of ReadingComputer 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.
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