David G. Email and Phone Number
I am an experienced engineer with a passion for thinking about and creating games. My language of choice is Modern C++ (C++ 11 and later), though I have significant experience with C# and moderate experience with scripting languages (particularly Lua and Python). My goal when authoring new code is to make it as easy to read as possible, and when modifying existing code is to make the minimum effective change as to not disturb the ecosystem.In my off-time, I spend time playing (and thinking about) Dungeons and Dragons (in particular characters as holistic entities in the world, tying mechanics and flavor into a cohesive whole to create a theme), playing League of Legends, reading about psychology, health, and game design, and hiking in nature.
Epic Games
View- Website:
- epicgames.com
- Employees:
- 4262
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Gameplay Systems ProgrammerEpic Games Oct 2024 - PresentRemote -
Senior Unreal Engineer - Core TechnologyWizards Of The Coast Sep 2023 - Oct 2024* Implement client side SDK for our backend services (telemetry, accounts, token management) in Unreal Engine and C# (for Unity).* Integrate SDK into partner studio projects.* Provide team leadership and mentorship.* Established team-wide coding standards and practices. -
Principal Gameplay EngineerBitreactor Jul 2022 - Sep 2023Sparks Glencoe, Maryland, United States* Rapidly prototyped abilities and combat systems using the UE5 Gameplay Ability System.* Set up data driven animation resolution system.* Established technical direction for combat gameplay systems and implemented key features.* Tuned enemy gameplay AI for fun and performance.* Worked with design leadership to establish gameplay backlog for milestone deliverables.* Led prioritization of gameplay work to deliver the best gameplay experience for different milestone deliverables.
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Senior Gameplay Systems Engineer/DesignerFiraxis Games Sep 2018 - Jul 2022Sparks Glencoe, Maryland, United States* Implemented numerous RPG gameplay systems (Hunter Balance, friendship system, and assisted with the quest system, dialogue system).* Implemented sequenced visualization system for Abbey portion of the game.* Designed and implemented narrative content experiences for the player to enjoy in the Abbey (Club Meetings, Magik's Birthday Party, Team Building Event, Seance of Agatha Harkness).* Worked with design leadership on all aspects of game design, including enemy and hero abilities, player progression systems, ecology systems, friendship systems, and exploration systems.* Implemented ability previewing system for the Tactical Combat portion of the game. -
Senior Tools ProgrammerFiraxis Games Mar 2018 - Sep 2018Sparks Glencoe, Maryland, United States* Maintained and added new functionality to asset creation tools.* Reworked existing C++/C# interop layer to match common Managed lifetime patterns.* Implemented a curve editor. -
Senior Systems And Gameplay EngineerFiraxis Games Jan 2017 - Mar 2018Sparks, Md* Integrated Unreal Pathfinding into projects, and added support for run-time generation of Navigation Bounds, Volumes, and Agent Providers for a procedural terrain system.* Implemented various gameplay features and functionality.* Implemented a 'Smart Location' system where units could acquire a context-specific behavior based on where they moved.* Implemented unit AI behaviors, including pathfinding, target/ability selection, and AI ecology systems.* Created gameplay automation systems and set up automated testing.* Set up automated memory profiling with daily reports on PC and PS4.* Set up an unintelligent automatic game testing system in UE4 allowing an autonomous agent to interact with the game as if they were using a controller. -
Tools EngineerFiraxis Games Jan 2014 - Dec 2016Sparks, Md* Created the artist-facing Content Pipeline Tools for Sid Meier's Civilization VI using C# 4.0 and the Sony ATF Framework.* Wrote Perforce integration layer and incorporated automated Perforce management into the content tools.* Wrote importing tools (including bulk importers) for different source-types (textures, geometry) into consistent intermediate formats to be transformed by the asset cooking process.* Wrote the tool-side asset previewer, including customization options for changing the preview environment.* Implemented asset browsing tool with tag-based and best-fit word matching algorithms.* Designed and implemented Art Data Loader for Sid Meier's Civilization VI, loading packages in dependency order and parallelizing package loading where possible. -
Graphics And Systems Engineering InternFiraxis Games Jun 2013 - Dec 2013Sparks, Md* Wrote a Photoshop plug-in for exporting images to a DDS format.* Wrote an Automation Photoshop plug-in to transform complex images into multiple DDS files.* Worked on the initial design of the Asset Pipeline to be used for Sid Meier's Civilization VI. -
Junior Software EngineerBte Technologies Jan 2012 - Jun 2013Baltimore, Md* Worked through the full product life-cycle of the Eccentron, gathering requirements, writing designs, and implementing core functionality in the areas of: hardware abstraction (using LABJACK and Serial I/O); asynchronous data gathering from physical sensors, transforming it, and storing it using an MSSQL back-end; in-session diagnostic testing and tracking, including "game" functionality (using SharpDX); post-session generated reports (using WPF).** For this project, I worked both on the back-end behavior as well as the user interface using WPF.* Worked on a binary data converter to transform data from the format of a legacy program to a new program.* Reworked database schemas for efficiency and developer clarity.+ Eccentron: http://www.btetech.com/eccentron.htm ; http://www.btetech.com/lit/collateral/BTE-Eccentron-Software-Overview.pdf -
Software Test Engineering InternBte Technologies Oct 2010 - Jan 2012Baltimore, MdI was responsible for writing a comprehensive regression scripting library for the Primus.NET and EvalTech software projects, increasing the readability of legacy code, writing test cases, and performing verification testing.In addition to the above duties, I worked on creating requirements and a design for an addition to the Primus, and created numerous automation tools for installations and maintenance (using LUA). -
Computer Science Help Center, Tutor AssistantUniversity Of Maryland Baltimore County Sep 2009 - Dec 2010Umbc CampusI tutored students in Computer Science I (Python language, basic programming skills, functions, string manipulation, lists, and recursion), Computer Science II (Java language, object-oriented programming and design, including inheritance, polymorphism, and generics) and Data Structures and Algorithm Analysis (covering the performance characteristics and properties of lists, binary trees, binary search trees, splay trees, red-black trees, skip lists, binary heaps, hash tables, disjoint sets, and graphs).
David G. Education Details
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Computer Science
Frequently Asked Questions about David G.
What company does David G. work for?
David G. works for Epic Games
What is David G.'s role at the current company?
David G.'s current role is Gameplay Systems Programmer at Epic Games.
What schools did David G. attend?
David G. attended University Of Maryland Baltimore County.
Who are David G.'s colleagues?
David G.'s colleagues are Vivek Chowdary, Yu Shu, Tim Baldwin, Jefferson Takahashi, Dominic Torreto, Joshua Burgenger, Kylee Leiendecker.
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