Douglas Dasilva work email
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Douglas Dasilva personal email
Qualifications:* Experience working on “live” Massively Multiplayer Online games, as well as fixed development cycle games that shipped on time.* Experience with some full-stack development on products designed to run in web browsers as well as iOS and Android mobile devices.* Experience working on code for various game systems (Sound, UI, General Game Flow, AI, etc.)* Worked with Object-Oriented programming, unit testing, and other techniques to write cleaner, easier-to-maintain, modular code.* Worked closely with lead sound designer to build the sound environment for two shipped titles plus expansions.* Worked closely with designers and Flash programmers to build a GUI system using a Flash interpreting middleware for one shipped title.* At all jobs, I've worked closely with teams of mixed disciplines (engineering, art, design, etc.), produced technical documentation for each system, and conducted meetings to help each team meet its goals on time.* Have had some experience working in SQL (using Oracle) writing database queries.Experience:* Languages: Swift, C/C++, C#, Java/Javascript, Objective-C, Scala, Perl, Python, Lua, Intel Assembly, and some SQL, CSS & Less* Libraries: Direct X, OpenGL, Win32, XBox One, PS4, and Nintendo Wii (Revolution libraries)* Middleware: Miles Sound System, Wwise Sound System, Scaleform, Gamebryo, Havok Physics* Compilers: Microsoft Visual Studio, XCode, Radix, CodeWarrior, Borland C++ Builder, Eclipse (for Java)* Game Engines: Unity (and several proprietary engines)* Source Control: Git, Perforce, Subversion, CVS* Software: Crucible, Confluence, Various 3D World Editors, Tower, Bitbucket, Sublime Text, Jenkins, SQLDeveloper, Wwise Tool, Photoshop, Gimp, WinDiff, Hansoft, Scintilla (for XML/Python editing), Open Office, MS Office
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Software EngineerTether Studios Mar 2024 - PresentHenderson, Nevada, UsWorking in Unity using C# on various skill-based gaming products. -
Ios DeveloperHopper Jan 2020 - Oct 2023Montreal, Qc, CaWorked on the Hopper iOS mobile app, adding features in Swift and building UI with a proprietary UI library modeled after SwiftUI. Worked in cooperation with back-end engineers to use API calls with JSON payloads and come up with technical designs for various systems. Did a small amount of back-end deployments for analytics tracking and small changes, working mainly with Python or Scala in those cases. -
Ios EngineerTrux Apr 2019 - Nov 2019Boston, Massachusetts, UsWorked on helping to build a new iOS application using Swift and following MVP pattern for UI architecture. Tasks included wrapping RESTful APIs, building UIs to match designs, wrapping third party libraries to support various features, and helping to build a well performing system using geolocation and geofence detection. -
Ios EngineerDraftkings, Inc. Sep 2018 - Mar 2019I worked for a few months on the iOS version of the main DraftKings Fantasy Sports app, integrating some marketing-driven features in a code base written with both Swift and Objective-C. Worked with a couple of UI methodologies (both MVVM and VIPER.) I also did a small amount of work on a feature which involved interfacing with Xamarin. During my time here, I grew my experience with native iOS programming where previously I had only had limited exposure. For each feature, I was in charge of making estimates for the iOS implementation and executing on those tasks, setting up meetings with product owners, marketing team members, automation engineers, and any one else necessary to make sure a solid feature was delivered and any potential concerns found were addressed.
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Senior Software EngineerGsn (Tv & Games) May 2017 - Aug 2018Los Angeles, Ca, UsAt GSN Games, I got up to speed on WorldWinner, a cross-platform application designed to run in web browsers as well as mobile devices and allow users to seamlessly use their account freely on their format of choice. I worked on many application-side features built in Unity, including integrating plugins (Facebook support, biometric authentication, etc.) I also wrote some Objective-C code for iOS device level features such as drop-down pickers for the user interface, as well as Java for Android device level wrapper code. I helped to convert three of the games used by the application (Trivial Pursuit, Angry Birds, and Tetris) from stand-alone projects built from an outsourced team to a version that would interface with WorldWinner. I also helped with establishing and implementing a verification feature to prevent client-side score cheating with Trivial Pursuit and Angry Birds. With many features, I helped the data analytics team by adding more data point tracking in the client, and also utilized internal A/B testing methods to help gather useful data on the effectiveness of some features or changes.I gained some experience with WebGL while working on those games. I also expanded into some web programming by implementing a promo code feature for the version of WorldWinner that runs in a mobile web browser. For many of these features, I coordinated with a team comprised of some local and remote members, using video conferencing, chat programs, and emails to maintain clear and frequent communication. -
Senior Software EngineerHarmonix Music Systems Jan 2015 - Mar 2017Boston, Ma, UsAt Harmonix I helped build the single-player Campaign for Rock Band 4, along with various other UI and game play systems. Since the launch of the game in October of 2015, I've been helping to improve the game with new features and bug fixes deployed through periodic updates (~6 updates/year.) Part of this work included working with the network programmers to add client-side support for new online features like synchronous online multiplayer, seasonal server-driven events with score keeping, and fetching and caching remote images (such as gamer pics) and server-driven game data. -
Game Systems ProgrammerTurbine Oct 2009 - Oct 2014Needham, Massachusetts, UsAt Turbine, I was introduced to both the world of Massively Multiplayer Online game programming (starting on Dungeons and Dragons Online) and the process of working on a couple of live products. Learned about designing systems to be server authoritative, optimizing features to minimize packet bandwidth where possible, and dealing with systems where information from many players may be arriving at unknown times and unknown order. Had lots of experience with careful system changes and patches aiming for little to no negative impact to players. Also worked on several systems where server authoritative checking was crucial to preventing players from abusing the game or finding ways to illegitimately gain access to monetized content. On the MOBA, Infinite Crisis, had an opportunity to do some database programming in Oracle SQL as well as writing Java code that would allow the Web systems engineers to mine data from the database. On both DDO and Infinite Crisis, worked in a variety of languages (C++, SQL, Python, Javascript, Perl, and a Turbine proprietary language) as well as with a variety of tools and environments (an HFSM visual scripting system for AI, a proprietary 3D world building tool, SQLDeveloper for database work, Visual Studio for C++ in client code, and VisualGDB to debug in Visual Studio through a Linux VM that would host locally run servers.)Another part of my job as a Systems Engineer at Turbine involved spending a week as a point person for any technical problems experienced by other members of a team. This involved various types of troubleshooting, including build and tool issues. This “support week” was part of a regular rotation with all of the other engineers on the project. -
Associate Software EngineerBlue Fang Games Dec 2004 - Aug 2009UsStarted at Blue Fang working on UI (building modes for guest transportation) and game-play code for the first Zoo Tycoon 2 expansion pack, "Endangered Species." On "Marine Mania", took ownership of the sound code, which used Miles Sound System, and worked with the sound designer to add sound features to make the audio environment more exciting. (We added reverb effects, sound occlusion through walls and the water's surface, a linear emitter system for large bodies, etc.) Also built an in-game tool for designers to draw splines for the user to trace on screen with the cursor for an “animal training mode” feature as well as writing the code for the mode itself. On "Extinct", worked on more UI modes and new features such as destructible objects which break when rammed by angry dinosaurs.Worked on two prototypes before we settled on the World of Zoo game, for which we created a new code base. I handled the sound code there also, switching to new middleware called “Wwise.” Also added and maintained another new piece of middleware, Scaleform, into the game so that we could do all of our GUIs in Flash. Set up a system to drive the game with events controlled by XML Data, and worked with Flash programmers to stub out a large quantity of all of the game's GUI screens, which included a large portion of the code for the animal editor. Also set up our framework and pipeline for text localization. The World of Zoo project was my first taste of console development as well, as we built the game to run on the Nintendo Wii as well as the PC. -
Software Engineering InternSolidworks Jun 2004 - Dec 2004This job was intended to be a 2 to 3 month paid internship, but they kept me on longer since they were happy with the work I was doing. Worked on a type of CAD drawing tool for kids called “Cosmic Blobs.” Started here shortly after graduating from Digipen and my first task was to refactor the rendering code (which was tied tightly to OpenGL) so that we could also support DirectX. After that, worked on code for various UI modes that allowed the user to manipulate the 3D shapes in the scene. Also wrote a small application for Windows operating systems applied during installation which allowed Windows to provide a preview image in Explorer for any exported “blob” files (using a PNG image embedded in each saved file.)
Douglas Dasilva Skills
Douglas Dasilva Education Details
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Digipen Institute Of TechnologyReal Time Interactive Simulation
Frequently Asked Questions about Douglas Dasilva
What company does Douglas Dasilva work for?
Douglas Dasilva works for Tether Studios
What is Douglas Dasilva's role at the current company?
Douglas Dasilva's current role is Senior Software Engineer / iOS Developer.
What is Douglas Dasilva's email address?
Douglas Dasilva's email address is dd****@****ine.com
What schools did Douglas Dasilva attend?
Douglas Dasilva attended Digipen Institute Of Technology.
What skills is Douglas Dasilva known for?
Douglas Dasilva has skills like Perforce, Video Games, Game Development, Game Design, Gameplay, Wii, Mmo, Xbox 360, Directx, Visual Studio, C#, Opengl.
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