Ethan Verrall

Ethan Verrall Email and Phone Number

Lead Software Engineer @ Hypixel Studios
Remote
Ethan Verrall's Location
Kirkland, Washington, United States, United States
Ethan Verrall's Contact Details

Ethan Verrall personal email

Ethan Verrall phone numbers

About Ethan Verrall

~9 Years of Leadership/Management experience~16 Years of developing game tools, engine, figuring out how to optimize workflows and studio productivity.Passionate about building trust among the team, making data driven decisions, and fostering great leadership practices.Often times the one asked to step in when the direction forward is unclear.Current favorite leadership books :-Black Box Thinking: Why Most People Never Learn from Their Mistakes--But Some Do-The Coaching Habit-The Speed of Trust-Hidden Potential-Atomic Habits

Ethan Verrall's Current Company Details
Hypixel Studios

Hypixel Studios

View
Lead Software Engineer
Remote
Employees:
65
Ethan Verrall Work Experience Details
  • Hypixel Studios
    Hypixel Studios
    Remote
  • Hypixel Studios
    Tools Manager
    Hypixel Studios May 2024 - Present
    Derry / Worldwide, Gb
  • Blizzard Entertainment
    Lead Software Engineer
    Blizzard Entertainment Feb 2022 - Jan 2024
    Irvine, Ca, Us
    Joined initially as Editor Tools lead, later the team merged with Blizzard's shared tech team. I then took on the responsibility of leading the Asset System team. • Led the asset system team to address the high productivity concerns, enhancing speed, reliability, scalability, and trustworthiness. Implemented several core strategies, remote cache, compile on demand and sync on demand. • Contributed to the development of several different tools/features some examples: open-world tools, audio tooling, and integrating Houdini into the engine. • Engineered a new import pipeline from Digital Content Creation (DCC) tools to the game engine. To better support customer needs for renaming/moving/branching DCC source content. • Integrated telemetry events and data into workflows to gain insights into pain points and enhance efficiency. • Established basic telemetry dashboards to support data-driven decision-making. • Cultivated a data-focused culture, emphasizing the collection of data for bug reports and feature requests to prioritize high-impact work. • Built relationships and trust with different content disciplines within the studio. • Quickly adapted strategies to meet project yearly goals when pivots were needed. • Provided rapid troubleshooting support and guidance on identifying problems. Fostering a strong culture of support first. • Implemented various data signature systems to reduce support costs, including session logs, increased log culture across the engineering team, visibility of file paths instead of GUIDs, timing information, and content submission signatures. • Conducted cross-discipline interviews, with a focus on leadership skills, for several different teams.
  • 343 Industries
    Senior Software Engineer Lead
    343 Industries Mar 2018 - Dec 2021
    Redmond, Wa, Us
    Led a team with range of responsibilities for Core Tools, and Tools Automation. Priorities were to write architecture/tools that would empower/streamline other developers ability to make tools. In addition to handling any unplanned or surprise tool work needed. • Shipped Halo Infinite.• Prioritized building trust in the tools team and relationships within the studio, fostering collaboration and communication.• Addressed daily and weekly crashes, reducing incidents from highs of 300-500 to under 100.• Improved performance issues related to startup, loading, and searching.• Create new editor framework, streamlining the process for other teams to achieve their most common editor tasks (create new editors, buttons, toolbars, organize data) • Implemented generic telemetry to collect data on workflow tool usage and settings.• Restructured automation efforts, focusing on high impact efforts rather than simply increasing test coverage. Reduced monthly test support costs by half.• Introduced multi-branch tools to facilitate cross-branch communication for unmergeable content.Created New Tools (Open World Editor, Release Tracking, Content Validation)
  • Wargaming Seattle
    Lead Tools Engineer
    Wargaming Seattle May 2015 - Mar 2018
    Nicosia, Cy
    • Lead a team of 5 engineers, covering maintenance, feature requests, and product development for client tools, digital content tools, build system, and other infrastructure work. (Editor Tools, Tech Art, and Infrastructure) • Oversaw studio migration from 3DSMax pipeline to new Maya pipeline with various new features (multi-user workflow, batch processing, Simplygon, link between Maya and client tools)• Helped evaluate and integrate various technologies (Oodle, PlasticSCM, Qt, Jenkins), • Lead studio migration from several older MFC based content tools to one unified Qt based editor. Worked with each content team (VFX, Audio, Animation, Design, UI, Environments, etc) to ensure all workflows were accounted for and not interrupted.• Added various improvements to build system (CI for code + resources, symbol server, multi-branch, task branches, source indexing, and storage maintenance)
  • Wargaming Seattle
    Tools Engineer
    Wargaming Seattle Oct 2013 - May 2015
    Nicosia, Cy
    • Integrated Umbra into proprietary game engine and content pipeline.• Researched and prototyped Enlighten middleware integration.• Improved/fixed/created various tools for Content Creators (Digital Content Tool plugins, scripts, Object Editors, Level Editors, Content Pipeline, etc).• Implemented various Engine optimizations for reduced CPU usage in object updating after investigating Telemetry captures.• Helped interview various candidates for Engineering and in addition Art/Design for culture fit.
  • Spoon.Net
    Software Engineer
    Spoon.Net Mar 2013 - Aug 2013
    • Shipped new version of the ZENworks Virtual Application Server.• Updated the Virtual Application Studio for its next release.
  • Crossstep
    Senior Software Developer
    Crossstep Sep 2012 - Dec 2012
    CrossStep is a full service creative agency made up of game industry entrepreneurs focused on strategic planning, product design, app development and asset production.
  • Blade Games World, Inc.
    Senior Software Developer
    Blade Games World, Inc. Mar 2009 - Nov 2012
    • Designed and implemented a large portion of the Jumala Game Engine and Logic Script System.• Extended our Content Pipeline to include new data such as collision meshes and bone data.• Fully integrated the open source physics library JigLibX along with new optimizations and features (added in collision islands, raycast accuracy and improved collision detection performance).• Worked with designers to create/design/implement just about all of the game-play items (teleporters, doors, enemies, switches, hazards, collectibles, and boosts).• Handled all character movement (ledge grab, ladder climb), abilities, and interactions with the world (pushable objects, pressure plates).• Touched almost every aspect of the entire product in order to know the system and fight fires, Jumala is unique in that it is a game of making games therefore everything needed to be editable in real-time.
  • Blade Games World, Inc.
    Software Developer
    Blade Games World, Inc. Sep 2007 - Mar 2009
    • Created and extended new types of generic camera controllers for different game genres (1st/3rd person, top down RTS style, over the shoulder).• Ported over portions of the code to new componentized architecture. • Extended Particle and Decal Systems by adding in volumetric clouds and foot prints.• Added additional Logic Script for game-play usage such as spline controllers and collision pairs.• Developed the physics system to increase ease of use and customization.• Provided customer support over forums, email and phone for new and existing Blade3D users.• Created game demos to show off new Blade3D engine features.• Managed contractors in creating game demos.• Evangelized Blade3D at conferences to bring in new users.
  • Digini Inc.
    Programming Intern
    Digini Inc. Jun 2007 - Sep 2007
    • Expanded existing shaders to include animation support.• Created the underlying code for a Visual Shader Builder.• Spent time learning HLSL, C#, .Net, XNA, the Blade3D toolset and source code.
  • Sears, Roebuck And Co.
    Merchandising Customer Assistant
    Sears, Roebuck And Co. May 2003 - Feb 2007
    Chicago,, Il, Us
  • Sears, Roebuck And Co.
    Commission Sales Associate
    Sears, Roebuck And Co. Jun 1998 - May 2003
    Chicago,, Il, Us

Ethan Verrall Skills

Game Development C# Visual Studio Xna Game Programming Video Games Game Design Hlsl C++ Game Engines Directx Lua .net Unity3d Shaders Perforce Xml Agile Methodologies Ios Development Mobile Games Social Games Casual Games Tortoise Svn Rally Collision Detection 3d Math Java Yourkit Game Physics Python Cmake Inno Setup Maya 3d Studio Max Photoshop Jenkins

Ethan Verrall Education Details

  • University Of Washington
    University Of Washington
    Computer Science And Software Engineering

Frequently Asked Questions about Ethan Verrall

What company does Ethan Verrall work for?

Ethan Verrall works for Hypixel Studios

What is Ethan Verrall's role at the current company?

Ethan Verrall's current role is Lead Software Engineer.

What is Ethan Verrall's email address?

Ethan Verrall's email address is et****@****hoo.com

What is Ethan Verrall's direct phone number?

Ethan Verrall's direct phone number is +142527*****

What schools did Ethan Verrall attend?

Ethan Verrall attended University Of Washington.

What skills is Ethan Verrall known for?

Ethan Verrall has skills like Game Development, C#, Visual Studio, Xna, Game Programming, Video Games, Game Design, Hlsl, C++, Game Engines, Directx, Lua.

Who are Ethan Verrall's colleagues?

Ethan Verrall's colleagues are Bekzat Seitov, Rizky Sasi Ramadhan, Nicola Ferguson, Roderick Landström, António Dias, Ben Smith, Arezki Ab.

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