Gordon Larson Email & Phone Number
@machinegames.com
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Who is Gordon Larson? Overview
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Gordon Larson is listed as Unity 3D | Godot | idTech | Unreal | Senior Gameplay Programmer | 15+ Yrs | Cross-Platform | AR/VR | AI | C++ | C# | F# | Switch | Xbox | Playstation at Waiting For Gravy, a with 1 employees, based in Los Angeles, California, United States. AeroLeads shows a work email signal at machinegames.com and a matched LinkedIn profile for Gordon Larson.
Gordon Larson previously worked as Founder/Gameplay Programmer/AR VR Software Engineer at Waiting For Gravy and Senior Gameplay Programmer at Machinegames. Gordon Larson holds Bachelor'S Degree, Computer Science from University Of Massachusetts Boston.
Email format at Waiting For Gravy
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AeroLeads found 1 current-domain work email signal for Gordon Larson. Compare company email patterns before reaching out.
About Gordon Larson
As a senior gameplay programmer with over 15 years of industry experience, I have a proven track record of developing engaging and immersive gameplay systems and mechanics for PC, console, VR, and AR platforms. My expertise spans multiple game engines, including Unity 3D, id Tech, and Godot, allowing me to deliver high-quality and innovative gaming experiences across various devices.Throughout my career, I have worked on several notable projects, such as implementing whip mechanics for Indiana Jones and the Great Circle using the id Tech engine, enhancing gameplay realism and player engagement. I also contributed to the remastering of Sonic Colors Ultimate, integrating digital stores and achievements for Xbox One and Nintendo Switch using Godot.As the founder of Waiting For Gravy, a game development studio specializing in experimental PC, VR, AR, and board game experiences, I have successfully led multiple projects, including outsourced work for clients like Loot Crate, MajorMega, and Two Bit Circus. This experience has honed my skills in project management, team leadership, and delivering high-quality games within tight deadlines.I am passionate about pushing the boundaries of gameplay mechanics and collaborating with talented teams to create memorable gaming experiences. With my extensive background in cross-platform development, AI programming, and physics implementation, I am confident in my ability to contribute to the success of an indie game studio working on PC and console titles
Listed skills include Unity3D, C#, Video Games, Programming, and 34 others.
Gordon Larson's current company
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Gordon Larson work experience
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Founder/Gameplay Programmer/Ar Vr Software Engineer
CurrentFounded and led a game development studio specializing in experimental PC, VR, AR, and board game experiences using Unity, managing multiple projects, including outsourced work for other studios.Directed projects such as AR applications for the Natural History Museum of Los Angeles, interactive AR kiosk experiences for Brightline Interactive, and various Unity development roles for clients like Loot Crate, MajorMega, Two Bit Circus, and others.
Senior Gameplay Programmer
Led the implementation of game mechanics for Indiana Jones’ whip using the id Tech engine, including all animations, controls, world interactions (e.g., swinging on poles, pulling objects), and combat integration, enhancing gameplay realism and player engagement.Collaborated with animators, game designers, and level designers to develop and optimize player character mechanics, using Agile methodologies to ensure seamless integration and high-quality gameplay.
Consulting Unity Developer
Developed an AR tablet application for a Jane Goodall exhibit using Unity, enabling visitors to view exhibit information in multiple languages, significantly enhancing visitor experience and accessibility.Created an AR app for the La Brea Tar Pits museum using Unity, allowing visitors to experience prehistoric animals walking through the park, which increased visitor engagement and provided an immersive educational experience.
Programmer
Led programming efforts for an unannounced mobile/Nintendo Switch title using Unity, implementing turn-based online cross-platform multiplayer with matchmaking, and developing all game mechanics, UI, animations, and menus.Enhanced Sonic Colors Ultimate by integrating digital stores and achievements for Xbox One and Nintendo Switch using Godot, overcoming system compatibility challenges and improving user experience with seamless store access and achievement tracking.
Senior Unity Engineer
Led Unity development for two interactive AR kiosk experiences for the Dallas Cowboys and the San Antonio Spurs, enhancing fan engagement through immersive AR experiences and contributing to a 20% increase in event participation.
Unity Developer
UFO: Brawlers from Beyond - Improved implementation of gameplay mechanics and in game physics.
Unity Software Engineer
Development of systems such as enemy behavior and in game GUI for use in VR. Implementing performance optimizations such as occlusion culling and light mapping in large scenes.
Unity Consultant
Worked on designing, prototyping, and developing custom arcade cabinets and games at every stage of development for use in upcoming micro-amusement parks. Helped develop custom input systems using Microsoft Kinect 2.0, color/infrared cameras, LIDAR, and trackballsImplemented haptic feedback systems using air canons and rumble platformsHelped develop workflow to support parallel development of projects by multiple team members using the same git repos.
Software Engineer
Implemented online networking using Steamworks and the UNET High Level APIReplaced significant portions of the project developed using the Playmaker visual scripting plugin with more readable C# scripts. (UI, Menus, Game Logic, Visual Effects, …)Implemented a point system that gives out bonuses to the player when performing specific maneuvers.(Drifting, Driving at High Speeds, Fast Takeoff at Start, …)Implemented arcade style car drifting phyics
Lead R&D Programmer
Developing software for the scientific research and analysis of statistical data
Senior Software Engineer (Unity)
Swordy(Xbox One, Windows PC)AI Development – Implementation of interactive agents using behavior trees and utility functions.Code Optimization – Optimization of preexisting code base through refactoring of code in order to simplify algorithms and improve memory usage.Porting from PC to Xbox OneImplementation of Xbox One stat tracking and acheivements. Implementation of Steamworks stat tracking and acheivements.Implementation of Unity Analytics stat tracking and Unity Heatmaps
Lead Software Engineer (Unity)
Totes the Goat(iOS)Early Prototyping and Design, development and release on Android and iOSImplementation of in Game Purchases and AdsGameplay and UI ProgrammingApp Store Submission
Unity Tool Developer
Creating tools for displaying and interacting with 3D images on the VoxieBox volumetric 3D display using the Unity game engine.
Project Lead/ Lead Unity Programmer
Hello Kitty Kruisers (Wii U, iOS, Android)Created design documents and full project schedule based on specifications given by the publisher.Remotely managed artists and programmers throughout the duration of the project.Acted as primary Gameplay, Audio, and Physics programmer.Developed the AI system for controlling computer controlled opponents.In charge of build submission to Nintendo for release approval on the Wii U.Managed and developed the port of the Wii U version to iOS and Android platforms.
Technical Director
Perfect Golf (Windows PC)Created a development tool to convert aerial topographical scans and images of real world golf courses into 3D representations within the Unity game engine.Spearheaded development of professional level golf simulation application using the Unity EngineRemotely managed a team of three artists and one programmerDeveloped weekly playable builds during the prototyping and alpha phaseImplemented control interface using the Microsoft Kinect cameraImplemented menus and in game GUI elements using the EZGUI third party tool in UnityImplemented realistic golf ball physics behavior such as the magnus effect and rolling friction across different surfaces
Software Engineer (Unity)
Senior Unity Engine scripting specialist, Gameplay programmer, UI programmer, physics programmer, ai programmer, and graphics programmer.
Lead Unity Programmer
Gordon Larson education
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University Of Massachusetts Boston
Frequently asked questions about Gordon Larson
Quick answers generated from the profile data available on this page.
What company does Gordon Larson work for?
Gordon Larson works for Waiting For Gravy.
What is Gordon Larson's role at Waiting For Gravy?
Gordon Larson is listed as Unity 3D | Godot | idTech | Unreal | Senior Gameplay Programmer | 15+ Yrs | Cross-Platform | AR/VR | AI | C++ | C# | F# | Switch | Xbox | Playstation at Waiting For Gravy.
What is Gordon Larson's email address?
AeroLeads has found 1 work email signal at @machinegames.com for Gordon Larson at Waiting For Gravy.
Where is Gordon Larson based?
Gordon Larson is based in Los Angeles, California, United States while working with Waiting For Gravy.
What companies has Gordon Larson worked for?
Gordon Larson has worked for Waiting For Gravy, Machinegames, Natural History Museum Of Los Angeles County, Ridiculous Games, and Brightline Interactive.
How can I contact Gordon Larson?
You can use AeroLeads to view verified contact signals for Gordon Larson at Waiting For Gravy, including work email, phone, and LinkedIn data when available.
What schools did Gordon Larson attend?
Gordon Larson holds Bachelor'S Degree, Computer Science from University Of Massachusetts Boston.
What skills is Gordon Larson known for?
Gordon Larson is listed with skills including Unity3D, C#, Video Games, Programming, Unity, Java, Game Development, and C++.
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