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I've been in Game Development for many years, in many capacities from top leadership of CEO/CTO to front line engine developer, and interface creator. I've built, and sold a successful company still in operation today. Since 2008 working in cloud, web technologies and mobile technologies, with over twenty years experience in boxed products, engines, and shared API's. I'm skilled at integrating product people, technical people, and creating consistent visions to execute, test and deploy against. My technical knowledge is deep, and I have a passion for performance, and 3D. I am a strong believer in tools and metrics as a method to empower subject matter experts to realize, and execute against their own plans.Platforms, I've built and consumed. And now in more recent times, the art is in choosing, integrating, and maintaining them. I can work with product, and other stake holders, to help drive and define the desired customer experience. I can provide the leadership to evaluate, and execute against that definition with multiple platforms, service providers, channels, and tech stacks.
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Staff Engineer & ArchitectMckinsey & Company May 2016 - Oct 2018Southern California Office (La)
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CtoFresvii Aug 2014 - May 2016Redwood City, CaMaking back end services for game app developers. Low barrier social network signon's and authorization. Private social network. Voice chat. User data and account management both structured, and unstructured. Push notifications, etc... if you want a mobile service, and we don't offer it... let me know.
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Director, TechnologyDisney Interactive Studios Sep 2013 - May 2014Palo AltoI was hired into the Playdom group central services, overseeing mobile social central tools development, on both Android and iOS. Tools included social channel integration, animation systems, and other client side implementations communicating to custom back end services. Hosting biweekly Unity dev leads, in a technology/knowledge sharing get together. Drove a client side quality initiative. -
Vice President Of EngineeringIgnite Game Technologies, Inc. Nov 2011 - Sep 2013This isn't any wimpy 2D social networking game you have seen before, this is full physics real time 3D RACING. Free to play, virtual goods. Our back end is ruby on rails, with MySQL, AngularJS, JQuery on Ngnix. The client side is C++, DirectX, and WebKit. Mastermind behind internal tools for server, customer, and channel management. Managed development on three continents, as well as QA. -
PresidentThreadbull Apr 2008 - Mar 2012Director of Technology for hire. Clients have included OnLive, World Famous, Microsoft, and others. Video streaming UI/UX. Game Development. Web Development. GPU development. Advertising and marketing channel management. Special emphasis on high performance graphics, multi-threading, and media streaming.
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Senior Vice President Of TechnologyFoundation 9 Entertainment Apr 2005 - Mar 2008Kirkland, WaEnsure consistent and high quality execution, of video games across all platforms, and studios. Oversaw technical due diligence on all potential acquisition targets. Integrated technology teams, into the "Corporate" way. Soup to nuts creation of Corporate WAN across 10 different locations. Unified source, and asset control corporate wide. Facilitated and encouraged cross studio collaboration, and resource management. Company size peaked a little over 900 employees (around 1/3 were Engineers), shipping 50 Sku's per year. -
CeoPipeworks Software, Inc. Oct 1999 - Apr 2005Co-Founder, and Co-Owner of a bootstrapped professional games as a service company, that still exists to this day. I was the strategic, cultural, and functional leader. Developed strategy of going after 3D animation technology, while the rest of the world focused on the creation of 3D worlds, and portal systems. Helped Microsoft launch the XBox, doing 80% of the demo's for it's unveiling. Negotiated all contracts, leases, and royalty agreements. Launched the Godzilla Franchise for Atari.On the business side of things, worked through a couple different exit strategy scenarios, and was one of the founding companies of Foundation 9 Entertainment. At which point, I hired and trained my replacement. -
VariousDynamix 1994 - 1999Led R&D, Producer and Lead Programmer on Front Page Sports line, Lead on Outpost II, worked on 3D libraries for flight sims, Wrote all the graphics and rendering code for Outpost II, did software texture mapping of numbers on players in Front Page Sports football pro. Wrote a glide rendering engine (no hardware acceleration). Most importantly convinced Dan White and several other employees to leave and form Pipeworks Software. -
PresidentCode To Go 1989 - 1994San Francisco Bay AreaOwner, and founder. Biz-Dev and Lead-Dev. Developed the Game Gear development system, Disney's Coaster, Berkley System's After Dark for Dos, Sega's PC version of Turbo Outrun, plus many more game titles. Also worked on the 3D0 Multiplayer's 3D API's, and libraries.
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ProgrammerEpyx 1986 - 1989Worked on California Games, The Games Summer Edition, and the graphics libraries for the IBM PC, which included a 3D lit 256 color planar mode.
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Frequently Asked Questions about Dan Duncalf
What is Dan Duncalf's role at the current company?
Dan Duncalf's current role is Building Interactive Fun Digital Experiences.
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What skills is Dan Duncalf known for?
Dan Duncalf has skills like Game Development, Video Games, Software Development, Mobile Devices, Game Design, Mobile Applications, Mobile Games, C++, Android, Software Engineering, Social Games, Scalability.
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