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My work is most meaningful to me when I see customers delighted by my product, and when I know that people I've coached are excelling on the job and in their careers. I've been through about fifty full product life cycles at companies from garage shop to Fortune 100, and those moments never get old. Let's create delight, excellence, and the illusion of simplicity together.Recently I've been leading engineering teams through agile process, operations and career path transitions after reorganization / acquisition or during organizational growth. The game industry and startup world are volatile; my experience triumphantly embraces that volatility. Skills I bring:• Agile and post-agile transformation, development management, program management, configuration management, budgeting, and project scheduling• Software engineering for general systems, embedded systems, game engines and logic, AI, and client / server applications, structured and OOP• Systems design, coding and live ops in C / C++ / C# / Java / AS3 / Objective C / assembler / PHP / Python for mobile, embedded, desktop, and client-server platforms • Organizational start-up, ramp-up, rightsizing, team selection and staff development • Scenario analysis and strategic planning for business and technology governance• Negotiation, consensus-building, and de facto / de jure standardization• Gameplay evaluation, journalism, virtual community development, and public speaking• Training and technical documentationClient-server game and application development: 10+ years.Mobile embedded systems engineering: 15+ years.Executive roles focused on operations, product development, staff development, strategy, and process improvement: 10+ years.
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FounderCyberabiLos Angeles, Ca, Us -
Director, Unreal EngineCosm Jun 2024 - PresentLos Angeles, Ca, UsCosmos. Colosseum. Cosm. We create shared reality. Learn more at cosm.com -
FounderCyberabi Jan 2002 - PresentUsCYBERABI is a boutique software studio and working entity for my side projects.In the past CYBERABI focused on compact, fun, and original mobile entertainments distributed via portals such as Handango and Jamba!Optimized, ported and wrote games for mobile, ROM-based console, and embedded platforms. Project languages ranged from assembler to C to C++ to Java. Binary sizes ranged from under 64K to multiple megabytes. Subcontracted art and sound work to other indie developers as needed. This virtualized business operated on three continents without face-to-face meetings with remote clients or remote subcontractors.Small Business, Consulting, C, C++, Java, PHP, Embedded Systems, Graphics Optimization, Data Compression, Device Drivers, Multithreading, Performance Optimization, Cross-Platform Porting, Game Design -
Vice President Of Software EngineeringSphere Entertainment Company Apr 2023 - Sep 2023Spun out from Madison Square Garden. Sphere Entertainment Co. is a premier live entertainment and media company, part of the Madison Square Garden family of companies.
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Vice President Of Software EngineeringMadison Square Garden Entertainment Corp. Aug 2021 - Apr 2023New York, Ny, UsWhat's got full 70mm video resolution, beam-formed audio, 17,500 networked seats, smell-o-vision, haptics, real-time content, live performance and a screen the size of three football fields? The MSG Sphere in Las Vegas. Come build it with me! -
Senior Software Engineering ManagerIndeed.Com Mar 2017 - Aug 2021Austin, Texas, UsAs engineering leader for the Delivery Engineering Group I coached teams to design, build and operate the CI/CD, containerized test environment, and SDLC analytics platforms for all of Indeed.As head of engineering for Indeed’s Seattle business incubator I coached agile, cross-functional development teams for performance and use of data-driven lean startup techniques. We use metered funding and an iterative, experimental approach to explore new business ideas for Indeed.Each team typically develops a web service (Django, Spring, React, MySQL) or browser plug-in (JavaScript, CSS, local and cloud storage) and runs multiple experiments per quarter, reporting results to its executive sponsor. -
Director Of TechnologyDisney Interactive Aug 2015 - Dec 2016Glendale, California, UsAs Director of Technology for Marvel Avengers Alliance 2 led a junior management and development team through its first mobile launch by growing people and processes to manage scope creep and technical debt, coaching the team for quality improvement and on-time delivery, and driving 4x improvement in engineering KPIs (frame rate, memory footprint, stability, responsiveness).As Senior Engineering Manager for Star Wars: Commander, delivered four on-time game releases on three platforms each in six months. Coached three new pod technical leads to one performance level above their job grades. Recommended and implemented multidisciplinary pod-based seating, improving team cohesion and communication as reported by pod members. Recommended and implemented rapid iteration on a major new feature, Squad Wars, pulling in its schedule by four weeks. Re-established engineering KPIs and quality metrics for Commander engineering team accountability.Fortune 100, Android, iOS, Windows, Unity, C#, Java, Spring, MySQL, NoSQL, Manager, Manager of Managers, Executive, Agile Transformation, Online Live Operations -
Senior Manager, Software DevelopmentAmazon Lab126 Aug 2014 - Aug 2015Sunnyvale, Ca, UsCreated roadmap and delivered seven major releases of a productivity app suite (Email, Calendar, Contacts) on multiple OS and hardware platforms, leading a mixed developer / quality assurance team of twenty-four.Transitioned apps from U.S. based development teams to a more cost-effective team in Chennai, India for $1M yearly cost savings. Repurposed my team to R&D for Amazon Echo, increasing their job satisfaction and utility, and preserving their jobs during a layoff.Co-authored and presented four proposals for mobile-friendly cloud computing services.Fortune 100, Android, FireOS, Java, Gmail, Exchange Server, Manager, Manager of Managers, Quality Assurance, Online Live Operations -
Vice President Of EngineeringPlay Gig-It (Acquired By Nyxio Technologies) Aug 2013 - May 2014Startup. Led development of two Facebook titles (Play Gig-It and Rock This) that market music virally. Moved app development from NYC to Santa Clara prescribing and implementing 50% headcount reduction, lower monthly burn rate, and more cross-discipline communication. Designed and rolled out Agile process facilitated by JIRA, systems-based technical design, “localization-first” UX development.Achieved on-time shipment of every subsequent deliverable; increased job satisfaction (production staff, artists and coders thanked me for my disciplined approach); established accountability for requirements and reduced cycle time for defect repairs; managed game live ops.Tech Startup, Facebook Graph API, AS3, JavaScript, PHP, mySQL, NoSQL, AWS, Digital Ocean, Linux, Google Docs / Drive, RightScale, dbShards, SaaS, Manager, Manager of Managers, Executive, Quality Assurance, Agile Transformation, Online Live Operations
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Vice President Of EngineeringThe Playforge (Acquired By Saban Brands) Mar 2013 - Jul 2013Transitional leader for the engineering team as part of Saban Brands (Power Rangers, Paul Frank) acquisition of The Playforge.Restructured the development process of four mobile game teams (Zombie Farm Battles, Tree World, Zombie Farm Escape, Zombie Farm 2) working in C++, Objective-C and Python for growth and efficiency. Drove game engine selection, shipped three new iOS titles and hired, coached, rewarded and led engineers across multiple development pods.Acquisition, iOS, C++, Objective-C, Python, Unity, Manager, Manager of Managers, Executive, Agile Transformation, Online Live Operations
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Technical Director / Lead ProgrammerLoot Drop Inc Jan 2011 - Jan 2013Startup. Designed and co-built the front-end of Loot Drop’s AS3 game engine. Re-used this engine for five games (Cloudforest Expedition, Ghost Recon Commander, Pettington Park, Charmcraft Hollow, and an unpublished title).Designed and implemented game systems for adaptive modular UX, animation compositing, loot / treasure drop, sprite subdivision, map editor, dependency injection framework, localization, text macro substitution, fog-of-war, spawning, building monetization, MovieClip compiler.Set up facility; implemented Agile process; planned and shipped four games; lead programmer; architect; managed PHP backend team and game live ops; hired, coached, rewarded and led engineers and team leads.Tech Startup, Facebook Graph API, AS3, JavaScript, PHP, AWS, iOS, Linux, Google Play, Google Docs / Drive, Digital Ocean, Individual Contributor, Manager, Manager of Managers, Agile Transformation, Online Live Operations
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Lead ProgrammerPlanet Moon Studios Oct 2009 - Jan 2011San Francisco, Ca, UsLed Kinect / Move / Motion+ development for an unpublished AAA dance game, maintaining common architecture and coordinating study of machine learning algorithms for VR input across all platforms.Lead programmer for a data-driven, multiplayer branching story game engine with mini-games and achievements for The Sims 3.Designed and retrofitted EFIGSD + Scandinavian language localization system for Disney Tangled on the Nintendo DS.Lua, AS2, C++, Virtual Reality, Machine Learning, VBA, Xbox Kinect, Wii Motion, PlayStation Move, Individual Contributor, Manager -
Director Of DevelopmentRedbana Us Corp (A T3 Entertainment Company) Mar 2007 - Oct 2009Startup. Lead programmer for several published and unpublished PC MMO game titles (Ice Age Online, others). Ran Feature Development / Live Ops / DevOps for massively multiplayer online games (Hellgate: London, others) after acquisitions by HanbitSoft and Gravity Interactive. Localized Korean language games for the U.S. market via reverse engineering without available source code. Developed and shipped bi-weekly and monthly gameplay and content updates. Drove product engineering in collaboration with Seoul-based / expat senior leadership.C++, OpenGL, Unity, C#, Python, HeroScript
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Senior Software EngineerBackbone Entertainment Apr 2006 - Jan 2007Emeryville, Ca, UsFull-time position with Backbone after 5+ years of subcontracting for them through Cyberabi. Built the prototype, user interface, engine, physics simulation, multiplayer game modes, and local-area networking systems of Gauntlet DS. Assisted a peer team with bug fixes and tools for MechAssault: Phantom War for Nintendo DS.Designed and implemented Backbone's 2D and 2.5D game engine for the Sunplus SPG-200 Console-on-a-Chip.C++, C, C#, Assembler, Device Drivers, Nintendo DS -
Director Of Standards Strategy - Motorola CorporateMotorola Jan 1997 - May 2002Chicago, Il, UsCoordinated the work of 100+ Internet and API standards lobbyists across multiple competing Motorola sectors, coaching them to strategically promote standards favorable to Motorola patents. Influenced the Motorola executive team to abandon a proprietary technology in favor of Bluetooth in Motorola products. Co-organized the 42nd IETF meeting and served as an IETF Working Group chair. Evaluated technology investment opportunities for Motorola New Ventures.Prior to becoming a Director, I served as an engineer, architect, leader and project manager on Motorola projects continuously from 1982 onward that helped lay the technical and business foundations of mobile internet browsing and text messaging.Director API Strategy, Motorola Internet Software and Content Group (2000 – 2002)Director API Architecture, Motorola Digital Experience Group (1998 – 2000)Director Internet and Application Standards, Motorola Corporate (1997 – 1998)Principal Staff Engineer, Motorola Wireless Data Group (1994 - 1997)Senior Staff Engineer, Motorola Wireless Data Group (1992 - 1994)Systems Architect, Motorola Ventures (1991 - 1992)OEM Connectivity Program Manager, Motorola Mobile Data Division (1989 - 1990)Software Development Manager, Motorola Mobile Data Division (1989 - 1990)Engineer II / Engineer I / Staff Engineer, Motorola Radio Data Products (1982 - 1989)C, Assembler, Embedded Systems, C++, Lobbying, Industry Standards, Telecommunications, Digital Circuit Design, Intellectual Property, Performance Optimization, Technical Due Diligence, Technology Strategy, Individual Contributor, Architect, Manager, Manager of Managers, Executive -
FounderBurke & Burke Jan 1985 - Dec 1993The founding premise of Burke & Burke was simple: cut the price of personal computer mass storage in half. I did this by adapting components from a much larger market to work in this niche. Did I get rich? No. But the side-hustle paid off my student loans, netted me a cash down-payment for a new house, and made me famous in that marketplace.As the business continued I developed and published more than 30 OS-9 and 6809 assembler titles and hardware upgrades for the Tandy Color Computer, including the multi-player word game Pertascii and patch-based OS-9 ports of Microsoft BASIC, Dungeons of Daggorath and Cyrus World Class Chess.I designed and implemented hardware and software for the CoCo XT Hard Disk Interface, which cut the price of hard disk systems for the Tandy Color Computer in half and achieved 60% market share.Burke & Burke was profitable every year of operation.Small Business, Customer Service, Electronic Manufacturing, Digital Circuit Design, Assembler, C, C++, Embedded Systems, Kernel Hacking, Graphics Optimization, Device Drivers, Multithreading, Performance Optimization, Cross-Platform Porting, Game Design
Chris Burke Skills
Chris Burke Education Details
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University Of Wisconsin-MadisonElectrical Engineering - Computer Applications -
Mit Sloan School Of ManagementArtificial Intelligence: Implications For Business Strategy -
Motorola UniversityEngineering And Management -
Amazon Knet
Frequently Asked Questions about Chris Burke
What company does Chris Burke work for?
Chris Burke works for Cyberabi
What is Chris Burke's role at the current company?
Chris Burke's current role is Founder.
What is Chris Burke's email address?
Chris Burke's email address is cb****@****eed.com
What is Chris Burke's direct phone number?
Chris Burke's direct phone number is +353156*****
What schools did Chris Burke attend?
Chris Burke attended University Of Wisconsin-Madison, Mit Sloan School Of Management, Motorola University, Amazon Knet.
What are some of Chris Burke's interests?
Chris Burke has interest in Economic Empowerment, Civil Rights And Social Action, Education, Science And Technology, Arts And Culture, Health.
What skills is Chris Burke known for?
Chris Burke has skills like Game Development, Video Games, Mobile Devices, Software Development, Computer Games, Gameplay, Software Engineering, Game Design, Mobile Games, Casual Games, Perforce, Social Games.
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