Eric Carter Email & Phone Number
@epicgames.com
2 phones found area 213
LinkedIn matched
Who is Eric Carter? Overview
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Eric Carter is listed as Technical Design Director at Epic Games, a with 11318 employees, based in United States. AeroLeads shows a work email signal at epicgames.com, phone signal with area code 213, and a matched LinkedIn profile for Eric Carter.
Eric Carter previously worked as Chief I Stare Into The Tech Debt, And The Tech Debt Stares Into Me at Epic Games and Principal Technical Designer at Epic Games. Eric Carter holds Bachelors Of Computer Science, Software Methodology And Game Design from University Of California, Santa Cruz.
Email format at Epic Games
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AeroLeads found 1 current-domain work email signal for Eric Carter. Compare company email patterns before reaching out.
About Eric Carter
Veteran game designer with product- and company-wide impact. Not interested in roles that require less than 10 years of experience.
Listed skills include Game Design, Virtual Reality, Unreal Engine, Scripting, and 27 others.
Eric Carter's current company
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Eric Carter work experience
A career timeline built from the work history available for this profile.
Chief I Stare Into The Tech Debt, And The Tech Debt Stares Into Me
CurrentBuilt and directed 3 cross-discipline embedded workflow strike teams.Took a leading role on the Epic design team's transition to next gen tooling.Content Architecture across metaverse game projectsPlatform workflow designService negotiation across business units
Principal Technical Designer
Technical design leader for the Fortnite game design discipline in technical craft. Project wide impact, numerous areas of oversight, high autonomy, direct leadership of other technical designers.Ariana Grande Rift Tour ConcertNaruto x Fortnite IP CrossoverFortnite 4th Birthday CelebrationQuest Systems Technical Product OwnerQuest EditorUE5 Asset Review ToolMulti-product and Metaverse Technical Architect
Head Of Design
Responsible for directing the design team through the transition from development to education and consulting.When not teaching, I crafted alternate realities in Unity and Unreal for Fortune 500 companies. My projects focused on industrial machinery training, xAPI, BIM point clouds, and app deployment management.
Principal Game Designer
At Oculus I was a VR Game Designer on Facebook Horizon, where I designed and implemented social games and toys for the public venue in Horizon. I was charged with creating ultra-thrifty gameplay from existing game systems in a way that upsells core content and progression without stealing thunder from the main game.
Senior Ux Design Engineer
I innovated, implemented, and invigorated for the Hololens Shell team. My team did UX R&D for the common controls and OS user experience. I built prototypes in Unity and was one of the official maintainers of the Mixed Reality Toolkit, a middleware solution for VR/AR/MR developers both in and outside of Microsoft. As part of Microsoft's 1st Party == 3rd Party vision, I did a lot of work as an "API Designer" that constantly thought about the developer user experience. When it comes to middleware and platforms, the API is the User Interface.I played a major role in the development of the Hololens Out Of Box Experience and tutorial. As the only 3D designer on the team, I was the local Unity expert and glue that held our disciplines together. Our tutorial and hummingbird mascot were headliners in the majority of media coverage around the HoloLens 2 release.
Principal Game Designer
At Final Strike Games, I was the design owner for multiplayer and single player game modes, UI, monetization user flows, Xbox One and Playstation 4 controller tuning, and gameplay prototyping on Rocket Arena. My work was done in Unreal.
Senior Technical Vr Designer
During the early stages of Drifter, I did a few months of weapon prototyping and a little bit of class balance. I also dabbled in locomotion and player perceptions of size and motion. My work was done in Unreal.
Senior Technical Game Designer
I led a cross-disciplinary team that measures and allocates console memory to all content creator assets. Our team serviced three concurrent releases on both Xbox One and PS4. We monitored memory allocation, map size, data streaming limits, load times, and daily changes. I was the definitive expert, and final say in all memory allocations. I was also responsible for Product Owning the development of our measurement tools.I was the Product Owner and UX Designer for all existing game design workflows. I prioritized work and defined requirements for our Tools Team, then provided feedback during iteration, and completed acceptance testing.Before that, I was the build deployment, farm output, and syncing Product Owner/Architect. Because of Bungie's unique server farm infrastructure, we had to develop internal tools to sync, assemble, and deploy all of our builds in precise ways. My two highest priorities were generating consistent and reproducible build state, and improving usability so non-experts could understand how to navigate our complex build structure. Our changes to the sync tools have profoundly reshaped branch integrations, studio wide stability, farm performance, and bug count.When it became time to reorg the majority of our engineers to deal with our massive growth, I became a key representative of Design during the formation of our Engine Development Group. I provided input on team structure, objectives, and risks, and served as an Agile Sherpa as we transitioned to Scrum.During it's inception, I helped build the Technical Game Design team at Bungie, by writing the hiring process, hiring and training technical designers, communicating the team's purpose to the company, and trailblazing our team's role and interactions with other teams. During all my time at Bungie I continued to provided craft mentorship and career development to other technical designers.
Senior Production Engineer
As a Production Engineer, I did a million different things at Bungie including build automation, platform cert, technical design, workflow optimization, project management, usability research, and deskside support. I helped the Tools team collect requirements, spec features, and prioritize work. I helped the design team prototype features, develop test infrastructure, polish maps, and maintain post-release patchability. I was responsible for independently identifying, analyzing and coordinating solutions for company-wide stability and server environment problems. I designed, user studied, and managed cross-team engineering products that provide mission critical services to all departments. My thoroughness and breadth of knowledge has earned the trust of senior and executive leadership and I was among an elite group of "post-lockdown fixers", responsible for making changes late in our stabilization cycle.As Bungie's first Senior-level PE, I worked with our department lead to define expectations and responsibilities for the position, and evangelized our goals to the rest of the company. This came with a lot of freedom to choose to work on the areas that I believe will have the most impact on Bungie's ability to achieve world domination.I managed three associate production engineers, and was the primary person responsible for their professional development, training, and scheduling. In weekly one-on-ones I kept track of their progress and provided mentorship.
Technical Game Designer
As a Technical Designer for Firefall, I played a central role in developing the tools and processes that allow Red 5 to produce MMO shooter encounters in a scalable and efficient way. Some of my most significant designs included procedural mineral vein population, player direction and objective tools, dynamic monster spawning systems, a streamlined VO creation process, cross-encounter communication protocols, and improving our lua scripting API. I oversaw the initial training of all newly hired designers, as well as recurring training of all employees. In the past I've done extensive item and ability prototyping, where I put an emphasis on finding new ways to use existing technologies to produce sustainable design patterns for other designers to replicate. Generally, making magic happen where magic was never meant to happen.
Creative Director And Vice President
My creative responsibilities included art direction, writing, story and universe design, and fact checking for an online SciFi comic in an original IP of my own creation. My managerial responsibilities included hiring, interviewing, working with contractors, overseeing website design for a .com company, automating technical tasks, managing a team of 5-12 employees, shaping company culture, advising financial decisions, and scheduling. I have played the lead role in converting my hobby into a commercially available online product.
Technical Designer
A Technical Designer is the MacGuyver of the team. I did things with the tools the programmers never intended (occasionally to their chagrin), and found ways to implement other designers' dream features without pulling resources from engineering. I debugged issues in other designers' visual scripting, and provided guidance on how to use the tools more effectively. Working on a small team allowed me to play a significant role in unit/class balancing, level design, design documentation, and the development of new features.
Junior Programmer
At Naked Sky I completed a wide variety of programming tasks on Unreal Engine 3 and our internal 3D game engine. From quaternions, to menus, editor controls, physics APIs, and flying saucers, working at a start-up meant I got to put my fingers in almost everything. I programmed in C++, UnrealScript, our in-house C-like language, and a dash of python.
Doc Services Engineering Intern
Designed, implemented, tested and optimized an XML link checker written in Python for over 20,000 internal documentation files.
Colleagues at Epic Games
Other employees you can reach at epicgames.com. View company contacts for 11318 employees →
Brooke Gosselin
Colleague at Epic GamesGreater Boston, United States
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Michael Gay
Colleague at Epic GamesCary, North Carolina, United States
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Nick Garbareno
Colleague at Epic GamesSeattle, Washington, United States
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Clinton Badewitz
Colleague at Epic GamesSan Diego, California, United States
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Brian Moore
Colleague at Epic GamesBar Harbor, Maine, United States
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Alex Joel Trujillo Rojas
Colleague at Epic GamesPeru
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Caesar Feliz
Colleague at Epic GamesLos Angeles Metropolitan Area, United States
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Maria Sandoval
Colleague at Epic GamesLos Ángeles, Biobío Region, Chile
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Sreehari Ramesh
Colleague at Epic GamesKannur, Kerala, India
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Will Merrell
Colleague at Epic GamesUnited States
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Eric Carter education
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University Of California, Santa Cruz
Frequently asked questions about Eric Carter
Quick answers generated from the profile data available on this page.
What company does Eric Carter work for?
Eric Carter works for Epic Games.
What is Eric Carter's role at Epic Games?
Eric Carter is listed as Technical Design Director at Epic Games.
What is Eric Carter's email address?
AeroLeads has found 1 work email signal at @epicgames.com for Eric Carter at Epic Games.
What is Eric Carter's phone number?
AeroLeads has found 2 phone signal(s) with area code 213 for Eric Carter at Epic Games.
Where is Eric Carter based?
Eric Carter is based in United States while working with Epic Games.
What companies has Eric Carter worked for?
Eric Carter has worked for Epic Games, Circuit Stream, Oculus Vr, Microsoft, and Final Strike Games.
Who are Eric Carter's colleagues at Epic Games?
Eric Carter's colleagues at Epic Games include Brooke Gosselin, Michael Gay, Nick Garbareno, Clinton Badewitz, and Brian Moore.
How can I contact Eric Carter?
You can use AeroLeads to view verified contact signals for Eric Carter at Epic Games, including work email, phone, and LinkedIn data when available.
What schools did Eric Carter attend?
Eric Carter holds Bachelors Of Computer Science, Software Methodology And Game Design from University Of California, Santa Cruz.
What skills is Eric Carter known for?
Eric Carter is listed with skills including Game Design, Virtual Reality, Unreal Engine, Scripting, Gameplay, Mmo, Project Management, and Game Mechanics.
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