Dayle Flowers

Dayle Flowers Email and Phone Number

Studio Head @ CrucibleTech
Cumming, GA, US
Dayle Flowers's Location
Cumming, Georgia, United States, United States
About Dayle Flowers

Self-taught game, app, and web programmer with over 18 years of professional experience. I simply love programming and describe myself as a "whatever it takes"​ programmer. As in, I'll do whatever it takes to help complete a project on time.Known languages include C/C++, C#, Swift, Objective-C, Java, ActionScript, Python, PHP, Javascript, UnrealScript, ActionScript, Assembly, LUA, and Perl.Experienced with a number of technologies: Unreal Engine 3 and 4; Unity 3, 4, and 5; Cocos2d-x; OpenGL; OpenGL ES2; GLSL; DirectX; SQL; AJAX/jQuery; CSS/HTML/HTML5; and Perforce/SVN/Git. Worked on a number of platforms: Windows, Mac, Linux, iOS, Android, Xbox Series X, PS5, Xbox One, PS4, Switch, Xbox 360, PS3, WiiU, OUYA, and Web.

Dayle Flowers's Current Company Details
CrucibleTech

Crucibletech

View
Studio Head
Cumming, GA, US
Dayle Flowers Work Experience Details
  • Crucibletech
    Studio Head
    Crucibletech
    Cumming, Ga, Us
  • Hi-Rez Ventures
    Vice President Of Engineering
    Hi-Rez Ventures Jul 2022 - Present
    Alpharetta, Ga, Us
  • Hi-Rez Ventures
    Studio Head / Executive Producer
    Hi-Rez Ventures Dec 2021 - Jul 2022
    Alpharetta, Ga, Us
    Oversee all aspects of First Watch Games, currently focused on our flagship game, Rogue Company.
  • Hi-Rez Ventures
    Director Of Development
    Hi-Rez Ventures Aug 2020 - Dec 2021
    Alpharetta, Ga, Us
    Oversee all of the tech for First Watch Games.
  • Hi-Rez Ventures
    Studio Head / Executive Producer
    Hi-Rez Ventures Feb 2019 - Aug 2020
    Alpharetta, Ga, Us
    Oversee all aspects of Evil Mojo Games, currently focused on our flagship game, Paladins.
  • Hi-Rez Ventures
    Technical Director
    Hi-Rez Ventures Aug 2014 - Jan 2019
    Alpharetta, Ga, Us
    Lead a small team of programmers working within a medium sized team on Jetpack Fighter(Unity targeting iOS/Android); a medium sized team of programmers within a large team on Paladins(UE3 targeting PC/Xbox One/PS4); and served as the Technical Director on Smite(UE3 targeting PC/Xbox One/PS4/Switch) overseeing programming, QA, and the production staff.All of these positions required communicating across disciplines, which was a strong, but underutilized skill with previous companies. Continually coordinated with project leads helping make key decisions to keep all aspects of the project moving along in the desired direction. Particularly drove to improve the company’s cross platform development practices, including driving the refactoring of our UI and menu input systems to better support mouse/keyboard and gamepad input from a single unified user interface. After a brief stint working on the core technology team, I was pulled over to be the Technical Director on the company's biggest financial success to date, Smite.
  • The Weather Channel
    Senior Software Engineer Ios
    The Weather Channel Sep 2015 - Mar 2016
    Atlanta, Ga, Us
    Lead a small team of programmers on an unannounced project. Developed a cross platform C++ weather rendering library for both iOS and Android. Consistently swapped between iOS (Swift and Objective-C) and Android (Java and JNI) focused development to keep both platforms in sync.
  • Self Employed
    Independent Contractor
    Self Employed Apr 2013 - Aug 2014
    Worked remotely on various projects with Thrust Interactive, Top Hat Studios, Zimmdot, and a company based out of New York.For Thrust, architected and developed a C# Unity 4 mobile racing game for a high profile client, along with an interactive mobile app style interface for their new product launch.For Top Hat Studios, took over the programming of the existing UDK project, The Somme, in a very messy state. Quickly jumped in and started sorting out issues while continuing to develop new features. Got game into a rough, but playable state to allow the team to start their Kickstarter campaign.For Zimmdot, I improved and/or extended projects that I had previously worked on while I was employed by them. Was also contracted to develop a native iOS app from scratch for the LakePoint Sports facility, which required exactly following designs pass to us from the client. Was later contracted to port an iOS game to the Xbox One, as well as help with the WiiU port of the same game. Also contracted to port an Adobe Air game to the PS4 using Scaleform.For the New York company, was contracted to develop the first stages of an Unreal Engine 4 prototype game using a mix of a twin stick free camera movement and a third person over the shoulder camera with smooth transitions between the 2 modes. Added blueprint volume based camera transition support to allow level designers to choose when each camera type should be used.
  • Greater Good Games
    Owner And Technical Director
    Greater Good Games Jun 2009 - Aug 2014
    Acworth, Ga, Us
    Greater Good Games is a charitable indie game development studio raising funds for good causes through our passion for developing "casual games for gamers". We have developed and released our first title, Break Blocks, for both Windows and Mac using a proprietary engine I programmed from scratch in C++ utilizing OpenGL, OpenAL, and Winsock/BSD Sockets. We then ported the engine and game over to iOS using a minimal Objective-C wrapper. We have also released our second game called It Hungers for iOS, Android, and Web using Unity. We are currently developing a Cocos2d-x based multiplayer action game targeted at Windows, Mac, Linux, and consoles, currently code named SL'UP, which is entirely using C++.
  • Metamoki, Inc.
    Senior Software Engineer
    Metamoki, Inc. Jul 2013 - Jun 2014
    San Francisco, Ca, Us
    Worked in Unity 3 and 4 on company's largest title, Fruit Pop, as well as their newest product, Battle Age: War of Kingdoms. On Fruit Pop, integrated new monetization and virality features, updated game to Unity 4 and latest version of all plugins, improved UI flow, and fixed a slew of bugs along the way. On Battle Age, amongst many smaller tasks, headed up adding singleplayer to this multiplayer centric game, based on a fleshed out design document.
  • Zimmdot, Llc
    Tech Lead
    Zimmdot, Llc Nov 2011 - Apr 2013
    Atlanta, Georgia, Us
    Worked on various projects utilizing Visual Studio 2003 through Visual Studio 2010. Aside from utilizing existing C++ experience, was challenged to quickly learn C# to take over a project. Then had to quickly learn Unity and Unity's scripting system. Followed by quickly learning iPhone and Android development. Took on all challenges as an opportunity to expand my knowledge and skills. Impressed superiors to the extent that I quickly became Tech Lead; overseeing projects, as well as other developers. Worked on a number of released iPhone and Android apps: Bluff Mobile, FIGHT! Mobile, ASCCP Mobile, and zPaper. Developed a social media video wall application that required working with JSON data, a DirectX renderer, WinHTTP protocols, and Scaleform/ActionScript for driving the visual output of the data. Ported a number of games to various platforms: Q.U.B.E. to PS3 and Mac, The Ball to Android and OUYA, and others that are not yet announced.
  • Tripwire Interactive Llc
    Senior Programmer
    Tripwire Interactive Llc Mar 2007 - Nov 2011
    Roswell, Georgia, Us
    Worked independently on assigned tasks to bug fix Red Orchestra 1 a released title and to turn Killing Floor the mod into a retail product both using Visual Studio 2003.NET and Unreal Engine 2.5. Later built systems from the ground up for Red Orchestra 2 using Visual Studio 2005/2008 and Unreal Engine 3. My tasks started with fixing many pre-existing Red Orchestra bugs which required quickly understanding the existing systems and performing debugging operations on them to pinpoint and correct the issue. For Killing Floor, I was tasked with improving or creating many facets including gameplay, HUD, Steamworks, and Menus. On Red Orchestra 2, I was tasked with developing an extensible artificial intelligence system which was further extended by other programmers within the team; developing a multithreaded authentication server utilizing TCP/IP and UDP communication as well as SQL database interactions for long term and fast access data storage by multiple servers; and designing and developing an extensible heads up display system, save game system, and special interactions system for taking cover, climbing ladders, entering vehicles, etc. Daily progress reports were either submitted via a bug tracking software or in person to the Lead Programmer.
  • Prototerra
    Game Programmer
    Prototerra Nov 2006 - Mar 2007
    Us
    General Game Programmer with a specialization in GUI Design/Development. I've also done a number of miscellaneous tasks including converting legacy file formats over to new XML standards.
  • Rapid Reality
    Game Programmer
    Rapid Reality Oct 2005 - Oct 2006
    Worked with the Lead Developer to design, implement, and test new features for an existing engine. For the first 3 months, we were using Python and LUA to develop scripts for the engine to extend features ranging user interface to artificial intelligence. Once the company decided to purchase the full source code for the engine, we started using Visual Studio 2005(C++) to extend the engine’s core code base. Tasks included designing and developing a whole new user interface creation system including its own scripting system. The user interface was a hierarchical classed system where each component was modular (buttons, scroll bars, etc). Another was to design and develop a guild management system complete with member management, guild calendar, and guild land ownership. The guild management system required designing and querying a series of SQL tables using MSSQL. Also had to coordinate efforts with the art team in order to keep the project on schedule and moving forward.
  • Torrid Technologies
    Contracted Programmer
    Torrid Technologies Dec 2004 - Oct 2005
    City Of Industry, Ca, Us
    Worked independently on my own schedule developing and testing new features for a pre-existing financial application and developing a new browser sharing application. Features added include new retirement planning graph, printing of useful information, and networking support. The new retirement planning graph was needed to present new features in a visual manner like was being done for the older features. Printing included both visual representations, such as graphs, and data, such as spreadsheets. The all new networking feature successfully attracted financial advisors by allowing them to show clients graphs and statistics remotely. The browser sharing application was developed from the ground up with the intention of allowing the pre-existing web based financial tools to also become useful for financial advisors. Had to contact the company’s CEO once a week with questions and a progress report.
  • X Factory
    Game Programmer
    X Factory Sep 2003 - Dec 2004
    Using purchased technology created fragments of games and developed a website from the ground up. Working hard to develop features in impossible timelines, only fragments of a game could be developed before time ran out and we lost the contract. These fragments included collision reactions and a poker game. The collision reactions were for a futuristic motorcycle racing game with gravity reactions on each tire as well as front and rear tire to wall collisions, entirely in C++ using the Gamebryo Engine. The poker game was developed in Macromedia Director using their Lingo scripting language. The website was a new portal for the company with an entirely new style and fresh content.
  • Mahdavi Toys
    Contracted Programmer
    Mahdavi Toys Nov 2002 - Apr 2003
    Working with one other programmer, designed and developed tools to aid artists and other programmers in the development of a Real Time Strategy title. The most developed tool was a 2D isometric map editor written in C++ using Visual Studio 6 and OpenGL. The major features of the map editor were click-and- drag editing, a real time minimap, and tile sets. The click-and-drag system within the editor allows for large areas to be filled in in a minimal amount of time. The real time minimap allowed for users to get an overview of how the map looks from a distance to allow for an understanding of how the map would play out. There was also a draggable box that denoted the area of the map the user was currently editing. The best feature of the map editor was the tile set features because they allowed the user to define tile groups that could be randomized when placed and which tile groups should be placed around the placed tile to transition to other types of terrain.

Dayle Flowers Skills

Game Development Opengl Video Games Directx Unity3d Unreal Engine 3 Objective C Game Programming C# C++ Actionscript Visual C++ Ps3 Android Software Engineering Visual Studio Flash Css User Interface Mac Os X C Opengl Es Java Lua Ps4 Xbox One Wiiu Opengl Es2 Glsl Swift Python Php Mysql Html 5 Javascript Ajax Json Jquery Mobile Ios Development Software Design Object Oriented Design Network Programming Multiplayer Scaleform Xcode Linux Gcc Flash Games Assembly Webgl Game Engines

Dayle Flowers Education Details

  • Southern Polytechnic State University
    Southern Polytechnic State University
    Computer Science

Frequently Asked Questions about Dayle Flowers

What company does Dayle Flowers work for?

Dayle Flowers works for Crucibletech

What is Dayle Flowers's role at the current company?

Dayle Flowers's current role is Studio Head.

What is Dayle Flowers's email address?

Dayle Flowers's email address is xi****@****ail.com

What is Dayle Flowers's direct phone number?

Dayle Flowers's direct phone number is +177037*****

What schools did Dayle Flowers attend?

Dayle Flowers attended Southern Polytechnic State University.

What are some of Dayle Flowers's interests?

Dayle Flowers has interest in Social Services, Children, Civil Rights And Social Action, Education, Environment, Poverty Alleviation, Science And Technology, Disaster And Humanitarian Relief, Human Rights, Animal Welfare.

What skills is Dayle Flowers known for?

Dayle Flowers has skills like Game Development, Opengl, Video Games, Directx, Unity3d, Unreal Engine 3, Objective C, Game Programming, C#, C++, Actionscript, Visual C++.

Free Chrome Extension

Find emails, phones & company data instantly

Find verified emails from LinkedIn profiles
Get direct phone numbers & mobile contacts
Access company data & employee information
Works directly on LinkedIn - no copy/paste needed
Get Chrome Extension - Free

Aero Online

Your AI prospecting assistant

Download 750 million emails and 100 million phone numbers

Access emails and phone numbers of over 750 million business users. Instantly download verified profiles using 20+ filters, including location, job title, company, function, and industry.