Mike Smith personal email
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Game developer with a strong background in Rendering, Animation, and Virtual Reality.Specialties: Computer Graphics, Computer Animation, Game and Tools Programming, Run-Time Performance and Memory Optimization.
Amazon Game Studios
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Amazon Game StudiosDuvall, Wa, Us
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Rendering EngineerAmazon Game Studios Mar 2018 - PresentWorked on the New World team focusing on performance, memory, and rendering including porting the Azoth game engine to Xbox X & S, and PS5. Added data driven performance and memory budgets. Added performance and memory tracking tools that provided additional information to help narrow down the causes of performance degradations, high memory usage, and memory leaks. Worked with the art and engineering teams to find and fix performance issues. Wrote or modified numerous systems to improve performance and reduce memory. Supervised work by others to ensure the code was readable, maintainable, and verifiably performant with reasonable memory impact. Fixed various graphical issues and memory leaks and corruption issues.Worked on rendering and performance for the team based 3rd person shooter Crucible. Added performance budgets and real time monitoring of game performance. Rewrote problematic web based HUD features in native C++ code to boost performance by a factor of 10. Reduced the memory footprint of the game to keep us in budget while maintaining visual quality. Worked with the art team to set content budgets and improved game rendering performance. Removed performance hitches by precaching shadows and meshes. Added tools for: precomputing shader permutations; testing and viewing render performance; and bulk processing and repairing of game content that saved the art team hundreds of hours.Worked on rendering and performance for The Grand Tour Game that we shipped weekly for 13 weeks on Xbox One and PS4. Helped to add split screen rendering support to the Lumberyard engine. Added verification tools for early detection of content errors. Worked with the cars art team to add a high performance car damage and dirt system and a car paint shader. Improved texture quality, streaming performance, and memory usage.
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PresidentElecorn Llc 2004 - PresentBusiness used for publishing my side projects. Mostly video games and animation software.Released projects include:TweenMaker: Vector based 2D animation and inbetweening software for Windows, and Mac. Written in C++ based on graduate thesis research.Caster: A fast paced third person shooter built with a custom cross platform C++ engine for Windows, Mac, Linux, Palm OS, iOS, Android, and Nintendo 3DSRainbowball: A "snowballing roll up things" game developed with my children contributing art and design. Written in C# for Xbox 360 and Windows Phone.
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Senior Graphics EngineerRed Lens Games Mar 2017 - Mar 2018Worked with the Minecraft graphics team implementing advanced graphical features for the Super Duper Graphics pack for PC and XBox One. These including screen space reflections, ocean simulation, ocean surf simulation, bloom, and color grading. Helped with rendering on the Nintendo Switch port.Helped Undead Labs on State of Decay 2 adding several new game systems and stats tracking.
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Senior Graphics EngineerHidden Path Entertainment Mar 2008 - Mar 2017Bellevue, Washington, UsI worked on numerous projects over the course of 9 years. Released or announced projects include:Counter Strike: Global Offensive: Source Engine for Xbox 360, PS3, PC, and Mac. Improved character animation system, rendering performance, and network stability. Supported the art and design team. Added move and sharpshooter support for PS3.Chroma ( Harmonix ): UE3 Engine for Multiplayer PC. Worked on visual effects, networking, and gameplay programming for the music based first person shooter.Defense Grid 2 VR: Custom C++ Engine for Oculus Rift. One of two engineers to port DG2 to VR. Worked with design team to develop comfortable and immersive experiences including a novel in-world UI scheme and "tower view".Hypercade: Unity3D Engine for Gear VR. Lead engineer focusing on performance while maintaining visual fidelity. Worked with other team members to push the product to a better VR experience. Pioneered a successful "look only" control scheme.Access Code: UE4 engine for Google Daydream. Lead engineer. Pioneered technology for integrating stereo video into a VR environments. Developed patent pending technology with another engineer for correcting panoramic stereo to address accuracy and comfort issues.Unreleased projects include prototypes for novel controllers and gameplay mechanics.I most often filled the role of liaison for the art team and assisting them on the engineering side in making their visions a reality in game. I also filled diverse roles such as: creating and maintaining a build system, creating a robust content pipeline for a custom engine, and creating custom tools for the art team to improve their productivity. -
Software Engineer: Computer GraphicsSolutions Iq Jul 2007 - Mar 2008Redmond, Wa, UsWorked in a C# based environment using Managed DirectX to develop the computer graphic visuals for a virtual D&D table top game experience. Worked closely with artists to create a character creation and customization system including baking out the character to a simpler 3D model that could be rendered on the digital game board. -
Software Engineer Level 3Electronic Arts Jan 2005 - Jul 2007Redwood City, Ca, UsWorked to improve the performance and visuals for Tiger Woods Golf on the PC including a unified lighting solution and novel depth of field and 3D fog techniques. Added features and updated Tiger Woods Golf for the Xbox and Playstation 2 including a new character creation system. Ported Tiger Woods Golf from the Gamecube to the Nintendo Wii and added a new interface that took advantage of the Wii controller. Lead initial game design work on The Littlest Pet Shop games for Wii and Nintendo DS. -
Research AssistantComputer Graphics, Vision, And Image Processing Laboratory Mar 2000 - Apr 2004Researched existing technologies and prepare proposals for research funding. Worked with a research team to develop new algorithms for automatic image morphing and slow motion. Designed and built TweenMaker, a cartoon animation software package that speeds up animation production time by a factor of four.
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C Programmer And Graphic ArtistEnvironmental Modeling And Research Laboratory Jun 1998 - Mar 2000Maintained and improved cross platform support for a proprietary user interface system. Developed, tested, and debugged environmental engineering software for commercial and government use.
Mike Smith Education Details
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Brigham Young UniversityAnimation -
Brigham Young UniversityComputer Engineering
Frequently Asked Questions about Mike Smith
What company does Mike Smith work for?
Mike Smith works for Amazon Game Studios
What is Mike Smith's role at the current company?
Mike Smith's current role is Rendering Engineer at Amazon Game Studios.
What is Mike Smith's email address?
Mike Smith's email address is el****@****ail.com
What schools did Mike Smith attend?
Mike Smith attended Brigham Young University, Brigham Young University.
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