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Gordon Larson Email & Phone Number

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
Location: Los Angeles, California, United States 19 work roles 1 school
1 work email found @machinegames.com LinkedIn matched
✓ Verified August 2026 4 data sources Profile completeness 100%

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Work email g****@machinegames.com
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Current company
Role
Unity 3D | Godot | idTech | Unreal | Senior Gameplay Programmer | 15+ Yrs | Cross-Platform | AR/VR | AI | C++ | C# | F# | Switch | Xbox | Playstation
Location
Los Angeles, California, United States
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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.

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Email format at Waiting For Gravy

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{first}.{last}@machinegames.com
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Profile bio

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.

Current workplace

Gordon Larson's current company

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Waiting For Gravy
Waiting For Gravy
Unity 3D | Godot | idTech | Unreal | Senior Gameplay Programmer | 15+ Yrs | Cross-Platform | AR/VR | AI | C++ | C# | F# | Switch | Xbox | Playstation
Chicago, IL, US
Employees
1
AeroLeads page
19 roles

Gordon Larson work experience

A career timeline built from the work history available for this profile.

Founder/Gameplay Programmer/Ar Vr Software Engineer

Current

Los Angeles, Ca, Us

Founded 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.

Jun 2016 - Present

Senior Gameplay Programmer

Uppsala, Uppland, Se

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.

Feb 2022 - Dec 2023

Consulting Unity Developer

Los Angeles, California, Us

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.

Jun 2021 - Dec 2021

Programmer

Los Angeles, California, Us

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.

May 2020 - Apr 2021

Senior Unity Engineer

Ashburn, Va, Us

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.

Aug 2019 - Dec 2019

Unity Developer

Pringo Dingo Games

UFO: Brawlers from Beyond - Improved implementation of gameplay mechanics and in game physics.

Apr 2019 - Aug 2019

Contract Unity Software Engineer

Los Angeles, California, Us

Lead developer on the Loot Lens AR application.

Sep 2018 - Jan 2019

Unity Software Engineer

Lancaster, Pa, Us

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.

Aug 2018 - Nov 2018

Unity Consultant

Los Angeles, Ca, Us

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.

Aug 2017 - Apr 2018

Software Engineer

Nicalis

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

Nov 2016 - May 2017

Lead R&D Programmer

Association Pour La Recherche Et L'Analyse Statistiques De Données Scientifiques

Developing software for the scientific research and analysis of statistical data

Mar 2014 - Nov 2016

Senior Software Engineer (Unity)

Frogshark

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

Apr 2015 - Aug 2016

Lead Software Engineer (Unity)

Atooi

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

Jul 2015 - Dec 2015

Unity Tool Developer

Voxon

Creating tools for displaying and interacting with 3D images on the VoxieBox volumetric 3D display using the Unity game engine.

Aug 2014 - Apr 2015

Project Lead/ Lead Unity Programmer

Renegade Kid Llc

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.

Feb 2013 - Jun 2014

Technical Director

Perfect Parallel

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

Jan 2011 - Sep 2011

Software Engineer (Unity)

New York, Us

Senior Unity Engine scripting specialist, Gameplay programmer, UI programmer, physics programmer, ai programmer, and graphics programmer.

Apr 2010 - Jan 2011

Lead Unity Programmer

Secret Game Lab
Jun 2009 - Mar 2010
1 education record

Gordon Larson education

  • University Of Massachusetts Boston
    University Of Massachusetts Boston
    Computer Science
FAQ

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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