Christopher Coster Email & Phone Number
area 206, 303, 720, and 719
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Who is Christopher Coster? Overview
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Christopher Coster is listed as Member of Technical Staff at Generation Alpha Transistor, a with 4 employees, based in San Francisco Bay Area, United States. AeroLeads shows phone signal with area code 206, 303, 720, 719 and a matched LinkedIn profile for Christopher Coster.
Christopher Coster previously worked as Staff Software Engineer at Bazooka Tango and Senior Software Engineer at Manticore Games Inc.. Christopher Coster holds Bsc (Hons), Computer Science from University Of Reading.
Email format at Generation Alpha Transistor
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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#.
Listed skills include Ps3, Game Development, Video Games, Gameplay, and 23 others.
Christopher Coster's current company
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Christopher Coster work experience
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Staff Software Engineer
Current
Senior Software Engineer
"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 Engineer
"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.
Principal Software Engineer / Engineering Manager
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.
Senior Software Developer
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.
Lead Software Developer
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'.)
Senior Programmer
"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.)
Lead Programmer
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.
Senior Programmer
Ported "Rise Of The Nile" (puzzle game) to Apple OS X and Linux. Tech: C++, Xcode, GNU toolchain.
Engine Programmer
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++.
Game Programmer
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.
Game Programmer
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 education
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University Of Reading
Frequently asked questions about Christopher Coster
Quick answers generated from the profile data available on this page.
What company does Christopher Coster work for?
Christopher Coster works for Generation Alpha Transistor.
What is Christopher Coster's role at Generation Alpha Transistor?
Christopher Coster is listed as Member of Technical Staff at Generation Alpha Transistor.
What is Christopher Coster's phone number?
AeroLeads has found 6 phone signal(s) with area code 206, 303, 720, 719 for Christopher Coster at Generation Alpha Transistor.
Where is Christopher Coster based?
Christopher Coster is based in San Francisco Bay Area, United States while working with Generation Alpha Transistor.
What companies has Christopher Coster worked for?
Christopher Coster has worked for Generation Alpha Transistor, Bazooka Tango, Manticore Games Inc., Roblox, and Zynga.
How can I contact Christopher Coster?
You can use AeroLeads to view verified contact signals for Christopher Coster at Generation Alpha Transistor, including work email, phone, and LinkedIn data when available.
What schools did Christopher Coster attend?
Christopher Coster holds Bsc (Hons), Computer Science from University Of Reading.
What skills is Christopher Coster known for?
Christopher Coster is listed with skills including Ps3, Game Development, Video Games, Gameplay, Game Design, Mmo, Social Games, and Directx.
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