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A US based Technical Director in the games industry with experience developing Playstation, XBox and PC games, Duncan has worked on 11 published titles, most recently Call of Duty: Modern Warfare 2 2022.- Engineering management for multiple cross-project programming teams including Animation, VFX, Audio, Physics and Destruction.- Expertise in developing novel, scalable (CPU, memory, bandwidth, I/O) systems for both real-time and offline architectures.- Career history focused on Physics engineering including rigid body simulation, content team workflow, data processing and limited-data environmental evaluation.
Infinity Ward
View- Website:
- infinityward.com
- Employees:
- 651
-
Director Of Animation And Physics EngineeringInfinity WardLos Angeles, Ca, Us -
Technical DirectorInfinity Ward Feb 2022 - PresentWoodland Hills, Ca, UsAs a Technical Director at Infinity Ward, I worked on the following title:Call of Duty: Modern Warfare 2 - November 2022 -
Lead EngineerInfinity Ward Mar 2018 - Feb 2022Woodland Hills, Ca, UsAs a Lead engineer at Infinity Ward, I worked on the following title:Call of Duty: Modern Warfare - November 2019 -
Senior Software EngineerInfinity Ward Mar 2013 - Mar 2018Woodland Hills, Ca, UsAs a Senior engineer at Infinity Ward, I worked on the following titles:Call of Duty: Ghosts - November 2013Call of Duty: Infinite Warfare - November 2016 -
Senior ProgrammerElectronic Arts (Ea) Nov 2009 - Mar 2013Redwood City, Ca, UsAfter Electronic Arts purchased Pandemic Studios, I worked at their Los Angeles campus on Army of Two: The Devil's Cartel and Medal of Honor: Warfighter.I was responsible for:*Development of networked systems for custom MP gameplay modes.*General gameplay features.*Filtering MP Spawn selection algorithms based on physics, rendering and gameplay data.*UI HUD implementation using Scaleform Direct Access API. -
Senior ProgrammerPandemic Studios, Ea May 2007 - Nov 2009Los Angeles, Ca, UsAt Pandemic Studios, I worked on The Saboteur which was released December 2009 for PC, PS3 and XBox360. I was responsible for:* Low level integration and upkeep of Havok libraries into our codebase.* Development of our Lua adjustable vehicle physics simulation engine, including cars, trucks, APCs, Tanks and Trains. * Design and setup of over 35 vehicle engine, transmission and chassis behaviours including sound and particle effect parameters.* Developing systems for physics robustness and speed in an open world dynamic streaming situation, particularly with respect to destruction and debris.* Implementation of a human animation system for vehicles, including boarding, hijacking and in-seat animations.* Development of a character proxy update system that supported gameplay on accelerating fast moving objects.* Implementation of various elements of our destruction and physics particle systems. -
Lead ProgrammerSony Sep 2002 - Apr 2007Tokyo, JpAt Sony, I worked on 3 published PS2 titles and 2 published PS3 titles. My responsibilities included designing PS3 game architecture and art pipeline, implementing TRC compliant menu systems, developing gameplay and Havok based physics systems, scheduling and planning development for the programming team and maintaining close communication and collaboration with our producers, lead artists and designers.Groove - PS2 - ProgrammerA music rhythm-action based game similar to DDR or Guitar Hero.Play 2 - PS2 - ProgrammerA sequel to the first Eyetoy game, consisting of 12 mini-games.Spytoy - PS2 - Senior ProgrammerA story-driven mission based game aimed at a younger audience.Trials of Topoq - PS3 - Lead ProgrammerA downloadable puzzle game where players try to navigate a ball over a series of towers by distorting the ground under the ball.Operation Creature Feature - PS3 - Lead ProgrammerA downloadable puzzle game where players try to rescue creatures from a number of trap laden levels by waving at them. -
ProgrammerInforsense Ltd Mar 2001 - Sep 2001GbA short full-time industry post taken during my Masters degree.Inforsense develops suites of data mining programs for the pharmaceutical industry.My role involved incorporating raw data algorithms into an easy to use GUI, allowing hundreds of thousands of elements of multi-variate data to be analysed quickly and easily.
Duncan Adamson Skills
Duncan Adamson Education Details
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Imperial College LondonComputing (Software Engineering)
Frequently Asked Questions about Duncan Adamson
What company does Duncan Adamson work for?
Duncan Adamson works for Infinity Ward
What is Duncan Adamson's role at the current company?
Duncan Adamson's current role is Director of Animation and Physics Engineering.
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What is Duncan Adamson's direct phone number?
Duncan Adamson's direct phone number is +131091*****
What schools did Duncan Adamson attend?
Duncan Adamson attended Imperial College London.
What skills is Duncan Adamson known for?
Duncan Adamson has skills like Ps3, Xbox 360, Game Development, User Interface Design, Video Games, Management, Lua.
Who are Duncan Adamson's colleagues?
Duncan Adamson's colleagues are Jessica Turner, Emilio Cuesta, Navi Impala, Alexis Anderson, Enrique Martinez, John Wick, Geoffrey Smith.
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