Dan Adams

Dan Adams Email and Phone Number

Unreal Technical Design Specialist and Lead Developer @ POLAR ZENITH
Gresham, OR, US
Dan Adams's Location
Gresham, Oregon, United States, United States
About Dan Adams

Dan Adams is a Unreal Technical Design Specialist and Lead Developer at POLAR ZENITH. Colleagues describe them as "Dan is the most powerful Prototyper I have ever had the pleasure of working with. He has a really deep and wide understanding of core systems in popular engines such as Unreal, and has a curiosity to learn more about how new systems work. I have seen him put together functional playable prototypes of core player verbs, dynamic objects and game systems in mere hours. Sometimes through his knowledge of scripting and coding, sometimes through clever reuse and modification of existing assets. His abilities go far beyond simply prototyping, as he has demonstrated his knowledge and ability to manage complex systems over the course of several years of development. He also has a good understanding of Game Design broadly, and is always willing to trade feedback on how to make his designs and that of others better. If you wish your game had more or better gameplay, whether that be player verbs, interactive objects or game systems, Dan is the one you want to get in touch with."

Dan Adams's Current Company Details
POLAR ZENITH

Polar Zenith

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Unreal Technical Design Specialist and Lead Developer
Gresham, OR, US
Employees:
1
Dan Adams Work Experience Details
  • Polar Zenith
    Unreal Technical Design Specialist And Lead Developer
    Polar Zenith
    Gresham, Or, Us
  • Polar Zenith
    Unreal Technical Design Specialist / Lead Developer
    Polar Zenith Jun 2024 - Present
    Portland, Oregon, United States
    Current Contract work:EGOSOFT - X Series (PC)- Consulting and technical implementation- Developing new components for use in massive battle scenes- Performance profiling with Unreal Insights- Optimizing various game classes and blueprints for actor countSnailgames - For the Stars (PC)- Aiding in the development of core gameplay systems- Designing and developing various GAS related abilities- Aiding in various code and blueprint optimizations and bug fixingPrevious Contract work:Basic Cable Games - Hivekind- Designed and implemented different core weapon functionality- Designed and implemented different weapon types/mode and unique gameplay mechanics- Designed and implemented various damage types- Improved combat AI- Prototyped new abilities and movement mechanics- Aided in Technical Animation and 3C's mechanics- Optimized various game code and Blueprints for better performance
  • Polar Zenith, Llc
    Lead Developer
    Polar Zenith, Llc Feb 2017 - Present
    Portland, Oregon, United States
    Solar Warden (PC, Steam)- Leading a small team of 5 indie developers in the design and development of the UE4 PC title - Solar Warden- Designed and released the playable Steam Demo for Solar Warden on Steam- Spearheaded and launched a successful Kickstarter for Solar Warden which also included promotion and marketing- Animated and edited the in-engine cinematics- Awarded the Unreal Development Grant after the successful Kickstarter campaign- Designed and developed both the space flight mechanics and the Real-time strategy elements within Blueprint and C++- Coordinated with Sound designers to implement all sounds as well designed and implemented a dynamic music system to change relative to combat intensity- Implemented the FMOD API for sound development along with custom plugin code- Dealt with Business Development relations with Unreal/Epic as well as AI partners and Publishers- Coordinated outsourcing with various artists by providing detailed briefs on Alien and Spaceship related assets- Wrote various Voice Over lines and coordinated with outsourced talent to obtain the best line delivery for various videos and in game VO lines- Created and released “Dissolving Gradients” on the Unreal Marketplace which was also used in Solar Warden- Created the tech demo “Wormholes and Singularities” for Unreal 4 and implemented it inside Solar Warden
  • Blind Squirrel Games
    Senior Technical Designer
    Blind Squirrel Games Oct 2022 - May 2024
    Portland, Oregon, United States
    Client: Amazon Games StudiosNew World (PC, Xbox and PS5)- Created several AI archetypes for new expansion sets including several basic ice variants and new ice creatures- Designed and created a whole new Ice Dragon boss AI for future expansion release- Wrote and presented a “GDC” style talk for internal use talking about how to “Leverage existing tech” and “Think like a modder” explaining how Devs don’t always need Engineering support- Aid in debugging and fixing issues with new AI created for next releases- Aided in the creation and bug fixing of several Dungeon levels and environments- Helped with improving workflow with Character creation with CryEngine Knowledge with Mannequin and other CryEngine related tools- Created full design docs for new Boss creatures for future releases that leveraged existing tech in a new and interesting way for Players- Aided in reports with pit falls in adapting New World for Console port and missing workflows to bring New World to a console ready statusClient: Undead Labs / Microsoft GamesState of Decay 3 (PC and Xbox)- Built both cinematic and regular gameplay camera prototypes for internal milestone and proof of design concepts in a rapid timeframe- Built the technical prototype of the facility system along with Editor widget driven tools to spawn and construct Facilities via Unreal blueprints- Demonstrated the power of Blueprints by hosting several “Open Blueprint Workshops” to either show off built features in Unreal Blueprints or to help other developers with their setups and work.- Aided several developers learn more about Unreal 5 technologyUnannounced Prototypes;- Built a prototype for a Fantasy game allowing the mounting on dragons and flight in a large open world for Gamescom pitch- Built a few cross project plugins including basic Cheat Menu, Teleport Tools, Level Design basic object placement, Interaction Entity, Asset Zoo spawner
  • Industrial Training International
    Technical Team Lead
    Industrial Training International Jul 2019 - Sep 2022
    Woodland, Washington, United States
    Construction Hazard Identification Assessment (CHIA) (Oculus Go, Quest, Quest 2, HTC Vive Focus +, Focus 3)- Created necessary Learning Objects (self contained scenarios if they were hazards) for user assessments on a work site- Designed, coded and implemented the VR Hazard point/tag system to allow the user to point out hazards in 3D VR space- Created the highly flexible “Basic Human” class to be used with Learning Objects with modular PPE and definable animations- Created a full logging system to output CSV files which can also be visualized in the editor for various reviews- Integrated REST API for LMS reporting for certifications with OSHA and other government certification programs- Aided in the optimizations for use on Oculus Go by splitting several assessments into defined “Work Areas” (streaming levels) and for assessment review options for proctors and users- Created the entire tutorial zone prior to the assessment, along with interactive billboards explaining VR functionality- Created logic for platform specific checking (using either Oculus or Vive) to trigger art changes like Controllers displayed or other technical details like Teleport offsets relative to HMD device- Setup the necessary hooks for Localization for both Sounds and text- Created the entire “Main Menu Job Trailer” level along with the login features using unreal UMG- Created both the HUD and the “Tablet” for in game Menu interactions without jarring the user in VR- Unified the “PlayerPawn” to accept both PC and VR inputs to allow for users to opt out of performing the assessment in VR
  • Whitemoon Dreams, Inc.
    Senior Technical Designer
    Whitemoon Dreams, Inc. Nov 2015 - Feb 2017
    Pasadena, California, United States
    Star Blood Arena (PSVR)- Created full paper designs of expanded Hero abilities and special abilities to give much greater range of competitive and cooperative gameplay for a 6-degrees-of-freedom, multiplayer spaceship shooter- Designed and built in-game core functionality for Hero spacecraft- Prototyped new gameplay functionality to work with 6 degrees of freedom movement in VR- Prototyped and implemented new gameplay mechanics to differentiate Hero characters for Multiplayer arenas- Aided in optimizing Hero character art, functionality and coding to perform better on consoles- Worked closely with Code profile performance and give full spreadsheet breakdowns- Aided in the unified design of the full VR HUD display for first person- Dealt with all sound implementation via Sony "SCREAM" toolkit- Worked closely with outsource audio teams to create music suites that would match and blend with the tone of current combat situations
  • Cloud Imperium Games
    Lead Technical Designer
    Cloud Imperium Games Sep 2014 - Oct 2015
    Santa Monica, California, United States
    Star Citizen (PC), Squadron 42 (PC), Arena Commander (PC), Star Marine (PC)- Led a team of 12+ Technical Design/Art/Animators to create assets needed for Arena Commander- Created several in game flight ready ship models that use realistic space/flight physics models- Created and facilitated the framework of the spaceship pipeline from concept to gold standard- Created several destruction states to be used based off blend shaders for scorch damage and precut destructible pieces- Facilitated the setup of several Hero asset state machines- Trained several developers on the vehicle creation pipeline- Trained several new employees on CryEngine Workflow- Facilitated the delegation of tasks from JIRA to hit the deadlines required for the milestones- Created the first implementation of several balance Excel sheets for 400+ weapons and components- Aided in the concept designs for new ship models based on in game functionality and gameplay- Aided in bug fixing on anything related from animation to art to state machines to balance to functionality- Attended several gaming conventions such as Gamescom and E3 to demonstrate the latest of the product
  • Cloud Imperium Games
    Senior Technical Designer
    Cloud Imperium Games Feb 2013 - Sep 2014
    Santa Monica, California, United States
    -Trained internal developers and outsource developers on asset creation and implementation for use inside the CryEngine- Traveled to vendors to assist with execution of accurate development samples- Facilitated the implementation of game assets within CryEngine (Art, Animation, Code)- Aided in the technical assembly for art and animation assets within CryEngine- Designed and created several additional gameplay prototypes within CryEngine- Aided in the design and implementation of infantry and space combat- Aided in the design and implementation of the vehicles and their modular component systems- Aided in the creation of production pipelines for level design, level art, character art, and animation- Participated in design/development meetings with cross-functional partners to meet all deadlines- Led or participated in development meetings with Crytek to keep up to date on the latest technologies for use within CryEngine- Worked closely with QA department to maintain consistency and accuracy of design standards for and during product production
  • Crytek
    Technical Level Designer
    Crytek Jun 2010 - Feb 2013
    Frankfurt Am Main, Hesse, Germany
    Ryse: Son of Rome (Xbox One)- Sole Multiplayer designer in charge of 3 programmers for the Co-op play within the Roman Coliseum- Designed and implemented Multiplayer replicated Dynamic Tile system for Roman Coliseum- Designed and implemented “Crescendo events” – Tiles that would spawn mid way through the map to add more dynamic additions to the match (Traps, AI spawns, Ballista Turrets, etc)- Implemented a crowd system that included 20,000 individual very basic skeletons that populated the Roman Coliseum- Designed and helped implement the Crowd Reaction system that played off of the Player(s) performance (doing well in combat, executing finishing moves, etc)- Prototyped early first person combat setups for Kinect that never made it to final product- Designed several levels for Multiplayer including raising water volume levelsCrysis 2 (PC, PS3, Xbox360)- Implemented all Crysis 2 Vehicles- Designed and facilitated all destruction and interactions with Crysis 2 vehicles- Aided in designing and maintaining in-house Telemetry tools- Designed Vehicle Convoy level section for Mission 17: “Out of the Ashes”- Designed and created additional Nanosuit functionalities- Designed new Alien AI prototypes
  • Crytek
    Author
    Crytek May 2012 - Sep 2012
    Frankfurt Am Main, Hesse, Germany
    CryEngine 3 Cookbook (Book)- Wrote several Chapters for the CryEngine 3 Cookbook published by PACKT- Wrote on How To’s on the following subjects within CryEngine 3: Using Sandbox 3, Level Creation, Basic AI, Physics Assets, Game Logic, Vehicles
  • Wandering Samurai Studios
    Co-Founder
    Wandering Samurai Studios Feb 2005 - Jan 2013
    Edmonton, Alberta, Canada
    Mech Warrior: Living Legends (PC)- Created ModDB’s Player’s Choice and Editor’s Choice mod of the year for 2009 - Mech Warrior: Living Legends- Lead a team a total of over 100+ individuals- Designed and created the modular pod system for mechs and vehicles- Created whitebox assets for many vehicles and handled the technical assembly for game engine use- Designed and facilitated game mechanics for multiplayer balancing- Implemented and managed SCRUM teams for weekly team meetings- Published monthly newsletter content
  • Crytek
    Junior Level Designer
    Crytek May 2009 - May 2010
    Frankfurt Am Main, Hesse, Germany
    - Designed and created several new small arms weapons, complete with assets, animations and code- Worked heavily with programmers to optimize game assets and levels for Xbox development- Designed and implemented a totally unique game HUD and Reward system using ActionScript 2.0- Creation of several Crysis 2 Vehicles
  • Bioware
    Quality Assurance Tester
    Bioware Sep 2007 - Jun 2008
    Edmonton, Alberta, Canada
    Mass Effect 1, Dragon Age, Unannounced Project- Developed and performed test plans for use within the game and art tools- Performed vigorous play tests and note bugs- Wrote detailed bug reports- Created test levels and assets for other programming, art and design departments to utilize- Coordinated between programmers and artists on specific functionalities within the project’s art tools

Frequently Asked Questions about Dan Adams

What company does Dan Adams work for?

Dan Adams works for Polar Zenith

What is Dan Adams's role at the current company?

Dan Adams's current role is Unreal Technical Design Specialist and Lead Developer.

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