Who is Dave Scheele? Overview
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Dave Scheele is listed as Independent Software Engineer at MEGS Tech, based in Plymouth, Indiana, United States. AeroLeads shows a matched LinkedIn profile for Dave Scheele.
Dave Scheele previously worked as Senior Tools / Engine Engineer at Respawn Entertainment and Senior Engineering Manager at Industrial Toys. Dave Scheele holds Computer Technology/Computer Systems Technology from Mohawk College.
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About Dave Scheele
- Experienced in video game development, creation of websites and back-end systems, embedded systems programming, game engine and user interface technologies, 2D and 3D graphics algorithms and processes, and team / project leadership. - Analytical thinker that consistently develops unique and effective solutions to any difficulties encountered- Skilled at absorbing and utilizing code bases, APIs, tools and engines, and enhancing or employing them as needed.Languages / Processes: C++, C, C#, Cmake, Bash, Agile, Scrum, Trello, JIRA, Miro, Confluence, Git, Perforce, SVN, .Net / dotNet, Python, Lua, HTML, Javascript, JQuery, CSS, MySQL, MS Sql Server, AWS, OpenSSLHardware / Systems: Unreal, Unity, Windows, Linux, iOS, Android, PlayStation (PSX, PS4), Xbox (360, XB1), Amiga
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Dave Scheele work experience
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Senior Tools / Engine Engineer
Current
Senior Engineering Manager
Moved into this newly-created position after (and in addition to) being direct manager for eight engineers, involving visa applications, position transitions, career guidance per EA processes, and mentorship. Developed a Job Family Matrix customized for our studio, focused on engineer retention and expanding the career paths available at the studio for engineers. Further duties (had EA not cancelled the project and closed the studio shortly after I took this role) would have included hiring and onboarding, and engineering environment improvements such as developing formal documentation and tech debt policies, investigating new tools and technologies, and being engineers’ representative to higher management.
Sr. Tech And Tools Engineer - Battlefield Mobile
Performed systems tasks in Unreal 4 on Windows, iOS, Android, Mac and Linux including three Unreal Engine version upgrades, plugin installation and upgrades (such as WWise, Houdini, grpc, Xlnt, ImGui, etc.), UGS enhancements, compilation and cooking optimization, and Perforce integration improvements. Specific projects included legacy Frostbite Battlefield 3 and 4 map imports, intelligent Excel data parsing and importing with Slate UIs, run-time tuning (adjust any parameter of any asset, from Excel, on any device, live / at runtime), and fast on-device iteration for artists and designers using stub code and data builds and iterative cooking that allowed a changed asset to be viewed in a running game on device from the Editor in under two minutes. Advanced to lead engineer position on the Maps / Environment team and Performance team co-lead, responsible for planning and tracking activities, hiring, and interfacing with production, design and art departments using tools such as Jira, Miro and Confluence.
Senior Programmer / Design Engineer
Performed design, development and training of games and tools, online infrastructure and website creation and maintenance on Amazon Web Services (AWS Lambda, API Gateway, Route 53, RDS) for both public-facing and in-house systems, and contributing to product and game play designs. Developed hardware and device interfaces, systems software and game play functionality for an unreleased 2-player arcade-cabinet video game involving custom surfboard controllers (using Phidgets) on a Linux platform using Unity, C# and C++ with source control in Git.
Senior Software Engineer
As a member of the Core Technology team for World of Tanks – Console Edition, performed systems-level tasks on the custom "Despair" game engine on PC, PlayStation 4(PS4), Xbox 360 and Xbox One (XB1). Wrote encryption algorithms, user authentication systems, installation routines to quickly propagate daily changes to all artists and developers, movie players, voice chat systems, web request processing, and any other tasks as they come up. Worked with console manufacturers and external software suppliers such as Vivox to troubleshoot issues, evaluate products and enhance functionality. Coding was done on consoles in C++ and Lua and on game servers in Python, using Perforce for source control.
Sr. Software Engineer / Scrum Master
(formerly Nokia and Navteq). Worked on a large-scale Computer Vision and 3D LIDAR application tasked with processing several million miles of road imagery recorded on video and in 3D point clouds, extracting various road signs for addition to the company's map data products. Responsibilities included extraction of the position of signs recognized in video from the corresponding LIDAR data, and assisting in the fine-tuning of the recognition algorithms. Software was written in C++ and run on a hybrid cluster of Linux and Windows machines, or on the Amazon cloud. Proprietary computer vision packages such as SIFT and SURF were licensed and adapted to our purpose, and open-source packages such as OpenCV, Lua, Paraview, VTK and ITK were employed. Agile developent methodologies including Scrum were used, and tools included SVN, Mercurial, GCC, Cmake, Visual Studio, Python and Perl. Took on a leadership role within the team by becoming Scrum Master in mid-2012, and helping to iteratively plan and execute development strategies using Agile software development and management techniques.
Independent Software Engineer
Doing contract software development for multiple industries, developing websites, systems software, 3D visualizations including point cloud processing and model generation, and games, including:- Researched and implemented software in C++ on Windows that creates a 3D mesh model from a data point cloud generated by a proprietary pulsed-laser scanning device- Developed a unique financial data visualization tool in Windows using C++ and the Ogre 3D rendering engine- Enhanced a custom Linux video-game platform by implementing auto-boot capabilities and an optimized movie player, and performing various system-level and game-level programming tasks. All work was done in C++ on Ubuntu Linux.- Participated in systems design for a Windows medical information distribution system that used web server technology to drive a closed-loop network delivering scheduling and patient information to nursing stations and patient beds- Performed troubleshooting on and wrote enhancements for an embedded movie player in an arcade robot fighting game- Developed a custom class and event registration and theater ticketing system in use by non-profit organizations around the country. Web hosting is on a Windows Server 2012R2 virtual machine on AWS using EC2, Lambda, RDS and Route 53, and coding was done in .Net using VB and C#, SQL Server, HTML, Javascript, JQuery and CSS, with source control in Git.- Refactored a sweepstakes enthusiast website using C# and Sql Server, HTML, Javascript, JQuery and CSS, adding significantly enhanced functionality to both end users and system administrators. Hosted on AWS as above.- Refactored an online heavy-equipment sales website using C# and Sql Server, HTML, Javascript, and CSS- Implemented an online shopping website for a millwork company using an open-source shopping cart system in C#
Systems Software Engineer
Developed system and OS software for PlayPortt™ portable wireless touch-screen device. Worked on systems software implementation in C++ on Debian and Kubuntu Linux. Was part of a team that took a decade-old custom game platform and modernized it into a platform-independent, event-driven, wireless-network-based game system and game development API for 3rd-party developers. Contributions included defining and developing the hardware interface layer (including USB and HID device interfaces), application management layer and menuing subsystem, and collaborating extensively on all other aspects. Came up with “outside the box” solutions to difficult problems such as an approach to running our 2nd-generation graphics engine on legacy hardware using an interface layer comprised of portions of both systems in one program.
Senior Software Engineer
Developed tools and software systems for coin-op games Golden Tee Golf, Silver Strike Bowling, Target Toss Pro: Bags, and the unreleased Orange County Choppers video pinball, on a custom Intel Linux platform in C++ using OpenGL on Nvidia hardware. Implemented UI, gameplay, data persistence and communications, and performed troubleshooting and peer support. Developed an in-game script engine, memory manager, Windows-based movie and asset tools for artists, and a customer reporting tool in C# and SQL.
Senior Web Developer
Created websites, database systems and automated voice response (AVR) systems for BMW, Ford, Volvo, Land Rover and other clients. Performed requirements analysis, systems design and database, software and website implementation using Visual Basic, VB.Net and Microsoft SQL Server.
Playstation Lead Programmer
Worked in C++ and R3000 assembly to develop the PlayStation version of Lego Racers simultaneously with the PC and N64 teams. Created a rendering engine on par with those platforms despite the significantly lower memory and processing power of the PSX through extensive use of Sony's hardware Performance Analyzer code profiler. Contributed to gameplay on all three platforms. Performed initial capability investigations and coding research on the PlayStation 2 (PS2).
Playstation Programmer
Was sole programmer for a 3D fighting game for the Sony PlayStation. Developed a rendering engine in R3000 assembly and C++ with capabilities meeting or exceeding those of competing products. Coded all graphics, game controls, special effects, sound and music for the game. Created a unique 3D collision detection process which was externally evaluated to be several times faster than existing industry methods. Was made lead programmer for the (unreleased) sequel to the Win95 RTS, Dark Colony. Contributed to the game design, and doubled the game engine frame rate before the project was shelved.
Programmer
(formerly Stuart Medical) Created and maintained CICS online and batch COBOL II programs and JCL for inbound and outbound Electronic Data Interchange (EDI) data streams to link the Gentran-based system to Stuart's internal processes. Took a lead role in their new PC development group, and built inventory and order entry / communications applications in FoxPro. Was relied upon to evaluate and/or introduce new hardware and software such as image scanners to corporate personnel, and to provide PC support.
Software Engineer
Started as a part-time junior programmer in college and eventually took over leadership of the design, development, documentation and support of a PC-based Electronic Data Interchange (EDI) system written in Pascal and C. A data-driven UI was created that allowed user-specific customization without code changes. Interacted with customers and end-users to define their specific requirements, developed software to meet them, installed software at the customer site and trained end users.
Dave Scheele education
Computer Technology/Computer Systems Technology
Education record
Frequently asked questions about Dave Scheele
Quick answers generated from the profile data available on this page.
What company does Dave Scheele work for?
Dave Scheele works for MEGS Tech.
What is Dave Scheele's role at MEGS Tech?
Dave Scheele is listed as Independent Software Engineer at MEGS Tech.
Where is Dave Scheele based?
Dave Scheele is based in Plymouth, Indiana, United States while working with MEGS Tech.
What companies has Dave Scheele worked for?
Dave Scheele has worked for Megs Tech, Respawn Entertainment, Industrial Toys, Team Play, Inc., and Wargaming.Net.
How can I contact Dave Scheele?
You can use AeroLeads to view verified contact signals for Dave Scheele at MEGS Tech, including work email, phone, and LinkedIn data when available.
What schools did Dave Scheele attend?
Dave Scheele holds Computer Technology/Computer Systems Technology from Mohawk College.
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