Dave Maclean personal email
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• 15+ years of software development experience (6+ years in a leadership position)• Over 10 shipped titles (Nintendo Switch, PS4, Xbox 360/One, Windows, Android, iOS)• Experience with UE3, UE4 and multiple in-house cross-platform engines• Strong C++ knowledge and skills• Fluent in many other languages: C#, Java, Python, Ruby, SQL, etc.• Familiar with software development best practices (i.e. Version Control, CI, Unit tests, etc.)• Familiar with Waterfall and Agile development models with iterative development experience• Extremely fast learner, self-motivated and passionate about making and playing great games
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Technical Director Ii (Ip Division)Skybox Labs Jul 2022 - Jun 2024Burnaby, British Columbia, Ca -
Technical Director (Ip Division)Skybox Labs Dec 2020 - Jun 2022Burnaby, British Columbia, Ca -
Technical Director (Minecraft)Skybox Labs May 2019 - Nov 2020Burnaby, British Columbia, Ca -
Dev LeadSkybox Labs Jan 2018 - May 2019Burnaby, British Columbia, CaLed a team of 11 programmers to help ship the NX version of Minecraft Bedrock -
Senior Software EngineerSkybox Labs Apr 2017 - Jan 2018Burnaby, British Columbia, CaResponsible for various aspects of NX development for Minecraft Bedrock -
Lead Programmer (Unannounced Title)Smoking Gun Interactive Inc. Oct 2016 - Mar 2017Vancouver, British Columbia, CaLed a team of 2-3 programmers working towards bringing the internal SGI project to ship:• Implement various game play and progression features end-to-end in a secure and scalable manner (including client bits, server bits, etc.)• Design + Implement a mechanism for simulating the game server-side (isolated C++ process running the “simulation” behind a scalable .NET core/node.js layer) to validate data sent from one client to another • Prototype + Design + Implement a new game mode providing head-to-head real-time play in a fully scalable manner -
Lead Programmer (Age Of Empires: Castle Siege)Smoking Gun Interactive Inc. Jun 2013 - Oct 2016Vancouver, British Columbia, CaLed a team of up to 7 programmers from inception of AoE: CSPersonal contributions in addition to lead duties:• Network framework implementations responsible for keeping client and server in sync• Helped establish best practices to ensure commands could not be cheated by players• Helped co-author a home-grown AI system for driving unit and squad behavior - Similar to popular behavior-tree implementations though heavily optimized for performance• Initial work on a player-controlled pathing feature (allowing players to augment AI paths)• Design and implementation allowing multiple versions of the client against a single server - Required to handle store propagation delays across various app stores -
Lead Programmer (Kinect Gadgets Et Al)Smoking Gun Interactive Inc. Nov 2011 - May 2013Vancouver, British Columbia, CaLed the Kinect Gadget team, shipping a couple of additional titles for the Kinect:I Am Super!• A fun Augmented Reality/Mixed Reality Kinect experience allowing the player(s) to perform gestures and act out super hero skits.• Built in Unreal Engine 3 and shipped on Xbox 360.• In additional to being lead, I worked on the majority of the Augmented/Mixed Reality tech, including converting from 3D space to depth space, ray casting into the depth feed, and implementing logic for effects such as the flame power spreading across objects in the living room when the player touched them.Mars Rover Landing• An interactive Kinect experience that showed players all stages of the Rover landing and allowed then to guide the Rover to safety.• We got to work with NASA directly on this! • Built in Unreal Engine 3 and shipped on Xbox 360.• Smoking Gun took over development from another local studio and started from scratch with an extremely short dev cycle (roughly 8-10 weeks from start to finish).• In addition to being lead, I worked on the first (and parts of the 3rd) phases of the three phase game. For the most part, this involved translating Kinect skeleton data into game controls (controlling the ship or lowering the rover to the planet).• One of the most rewarding experiences of my career. -
Programmer/Senior ProgrammerSmoking Gun Interactive Inc. Feb 2011 - Nov 2011Vancouver, British Columbia, CaIndividual contributor, initially contract Programmer and then shortly after that Senior Programmer. Specialized in Kinect-related technology (Skeleton-tracking, depth/color feed processing, etc.).Shipped Titles: - Kinect Googly Eyes- Kinect Me- Kinect SparklerWithin a couple months of being promoted to Senior programmer, I was tasked as working Lead for the Kinect Gadget team. Working under the studio’s CTO, I helped lead the next few projects to ship: - Musical Feet- Battle Stuff -
Senior DeveloperBusiness Objects Sep 2004 - Jul 2010Newtown Square, Pennsylvania , UsSenior Developer: June 2008 - July 2010Feature Developer: June 2006 - June 2008Software Developer: January 2004 - June 2006Contract Software Developer: September 2004 - December 2004
Dave Maclean Skills
Dave Maclean Education Details
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University Of WaterlooCombinatorics & Optimization Co-Op
Frequently Asked Questions about Dave Maclean
What is Dave Maclean's role at the current company?
Dave Maclean's current role is ....
What is Dave Maclean's email address?
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What schools did Dave Maclean attend?
Dave Maclean attended University Of Waterloo.
What skills is Dave Maclean known for?
Dave Maclean has skills like Agile Methodologies, Perforce, Game Development, Xbox 360, Ps3.
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