Gordon Lee

Gordon Lee Email and Phone Number

Senior Software Engineer at Lightfox Games @ Lightfox Games
Gordon Lee's Location
Seattle, Washington, United States, United States
Gordon Lee's Contact Details

Gordon Lee personal email

About Gordon Lee

Work Experience:Senior Software Engineer at Lightfox GamesLead Gameplay Programmer at Tenacious EntertainmentSoftware Engineer at Turn 10 StudiosSoftware Engineer at Harebrained SchemesSoftware Engineer at Go Go KiddoSkills:Programming Languages: Proficient in: C/C++, C#, JS/TS, LUA, WPF/XAML Familiar with: Python, Java, JSON, SQL, ProtoBuf, HTMLTools and Systems: Unity3D, Qt, Microsoft Visual Studio, MonoDevelop, Git, Perforce, SVN, JIRA, Google API, Google FirebaseProgramming: Gameplay, Engine Architecture, Tools, UI/UX, Animations, Audio, Networking, Data Structures, Algorithms, Vector Math, 3D Collisions, Path FindingTesting: Ad Hoc, Stress, Boundaries, Load, Inaccessibility, Functionality, Localization, BVTSocial: Worked in a small team within a big studio on a AAA game title. Worked in small teams of 10-25 people and has been lead engineer on projects. Code reviews with other engineers. Worked closely with other engineers, game designers, animators, modelers, riggers, environmental artists to figure out what we can and can’t do or alternatives and in what time.

Gordon Lee's Current Company Details
Lightfox Games

Lightfox Games

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Senior Software Engineer at Lightfox Games
Gordon Lee Work Experience Details
  • Lightfox Games
    Senior Software Engineer
    Lightfox Games Feb 2022 - Present
    Seattle, Wa, Us
  • Tenacious Entertainment
    Lead Gameplay Programmer
    Tenacious Entertainment Sep 2018 - Jan 2022
    Battleverse Champions (iOS / Android)Worked as a lead software engineer on a small team for many parts of the game such as gameplay, graphics, animations, AI, UI, input, tools, and helped on networking.Implemented the game engine based in Unity and all the game modes such as one-on-one deathmatch, 4 player hold the ball, and 1 versus many score attack.Implemented the gameplay and tools for the creation of all the character abilities with triggers, conditions, and actions for designers to create many different types of abilities.Implemented AI for single player bots that control like players with different variables to move around, attack, and capture important objectives.Implemented the UI and menus to select different characters, their ability loadout, previewing abilities, and tutorials.Implemented the challenges system for daily/weekly/monthly challenges for players to complete certain objectives for rewards.Helped to build the game together with the networking engineer, to be played online with a server and matchmaking using Amazon Web Services (AWS), and implement the gameplay of the network messages.Technologies used: C#, Unity, JSON, Skillz, AWS, Git
  • Microsoft - Turn 10 Studios
    Software Engineer
    Microsoft - Turn 10 Studios Nov 2016 - May 2018
    Forza Motorsport 7 (Windows / Xbox One)Worked as a software engineer developer on the UI/UX team but also very closely with Engine, Gameplay, Multiplayer, Services, Tools and Cinematics teams.Helped to implement the lobby background loading and game mode state machine system. Was the owner of Freeplay and Splitscreen game modes.Implemented the ability for profiles to automatically receive cars that are entitled through downloadable content and show a popup about the newly received cars.Worked on Windows and Xbox video options, saving correct settings to profile and defaulting to optimized system options for options such as HDR.Implemented telemetry events for data analysis in various systems such as Career, Car Select, Forzathon, and more.Fixed many bugs in existing systems such as Car Select, Main Menu and Options, Post Race Rewards Sequence, Rivals, Multiplayer Lobbies, Livery Editor, and more.Technologies used: C++, C#, XAML, SQL, XML, Perforce
  • Harebrained Schemes
    Software Engineer
    Harebrained Schemes Jul 2011 - Sep 2016
    Kirkland, Wa, Us
    Necropolis (Windows / Mac / PS4 / Xbox One) Parternship with Bandai NamcoWorked on gameplay features like stats, traits, combat calculations, input, objectives, and enemy behavior to make them feel unique.Made the animation system using Unity's Mecanim and worked with animators and designers to tie together combat data and animations.Implemented enemy combat AI and their state machines with some work on their pathfinding and NavMesh.Worked on tools for designers to get data into the game.Helped with getting some networking features up and running like projectiles and objectives.Technologies used: C#, Unity3D, Google Spreadsheets, JIRA, GitGolem Arcana (iOS / Android) KickstarterImplemented use of Google API for designers to create data into the cloud and then parse into JSON.Made the process to automate the creation of paper materials such as the cards and base stickers from data for the print factories.Worked on UI of out-of-game menus and in-game menus.Helped to implement the gameplay and abilities that Golems, Knights, Relics, and Ancient Ones use.Technologies used: C#, Unity3D, JSON, SVG, HTML, Google API, GitShadowrun: Dragonfall (Windows / Mac / Linux) KickstarterImplemented new features in the editor and in conversation systems.Lots of bug fixing in all areas of the game.Technologies used: C++, Qt, C#, Unity3D, ProtoBuf, ANT, SVNShadowrun Returns (Windows / Mac / Linux / iOS / Android) KickstarterImplemented Google Protocol Buffers (ProtoBuf) in editor C++ and Unity3D game C# for all game data.Worked in Qt C++ to help build the level editor, the prop editor, character editor, and conversation editor.Worked in Unity3D C# on the sound manager, animation controllers, fog of war, visibility casting, and UI.Implemented most of the UI such as conversations, main menu, PDA, store, equip, hiring, level up.Technologies used: C++, Qt, C#, Unity3D, ProtoBuf, Python, ANT, Git
  • Go Go Kiddo
    Software Engineer
    Go Go Kiddo Mar 2011 - Jul 2011
    Go Go Kiddo (iOS / Android)Built various tools and editors using WPF/XAML, C#, OpenGL, and Box2D.Built a level editor for a 2D physics simulation game. The level editor included working simulation of game physics to test levels within the editor. Imported and exported levels, objects, and animation data to LUA. Fully customizable objects using the editor.Built a tracing editor for a number and letter tracing game. The tracing editor used spline creation and editing, and included demo tracing and user tracing simulation.Made the number and letter tracing game in LUA using MOAI for mobile platforms.Technologies used: C#, WPF/XAML, LUA, Java, Box2D MOAI, iPad, iPhone, Android, SVN

Gordon Lee Skills

Video Games Directx C++ C# C Unity3d Opengl Physx Wpf Lua Qt Xaml Git Game Development Programming Scripting Perforce Visual Studio Gameplay Software Development Java Python Game Programming

Gordon Lee Education Details

  • Digipen Institute Of Technology
    Digipen Institute Of Technology
    Computer Science

Frequently Asked Questions about Gordon Lee

What company does Gordon Lee work for?

Gordon Lee works for Lightfox Games

What is Gordon Lee's role at the current company?

Gordon Lee's current role is Senior Software Engineer at Lightfox Games.

What is Gordon Lee's email address?

Gordon Lee's email address is en****@****ail.com

What schools did Gordon Lee attend?

Gordon Lee attended Digipen Institute Of Technology.

What skills is Gordon Lee known for?

Gordon Lee has skills like Video Games, Directx, C++, C#, C, Unity3d, Opengl, Physx, Wpf, Lua, Qt, Xaml.

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