Greg is a long time software developer who's worked on build pipelines, games, desktop applications, windows services, and server applications where the need arises. He's published several games on mobile, consoles, and PC, and is driven by solving novel challenges. He's a technology generalist and thrives on improving processes and amplifying productivity.Specialties: Unity3DC++C# .NETCI/CD/JenkinsPerforceUnreal
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Technical DirectorRed Games Co. Oct 2024 - PresentSalt Lake City, Utah, UsGuiding architecture for a large media initiative for external clients. -
Principal Release EngineerLost Boys Interactive Oct 2022 - Sep 2024Madison, Wi, UsDuring my time with Lost Boys Interactive I was closely involved with multiple projects and initiatives, ranging from front-line development to directing an engineering team, and finally developing systems utilized across all internal IP. My goal was to amplify the capacity of all developers with better tools and systems. Built and maintained CI/CD solution using Jenkins Pipelines with Groovy and PowerShell to test and ship Unreal Engine 4 and 5 projects.Managed Perforce, Jenkins, AWS, Azure/Entra, Steam and EOS to provide a fast feedback loop to developers and stakeholders from code to playable, and everything in between. Visualized, alerted, and monitored full pipeline, hardware, and related systems with Grafana OSS, Prometheus, and CloudWatch. Implemented console farms (PS4/5, Xbox One/X/S) for remote access and as local endpoints for build pipelines, used for QA and automated testing systems. Instrumented Entra IdP integrations across multiple services to improve security of CI/CD pipelines and all related endpoints.Created custom Perforce client software using WinUI3 and C#.NET to simplify developer onboarding and routine project and source control interactions. Developed custom client/server software solutions to harden security for internet exposed resources. Improved throughput of source control server significantly to boost WFH experience through AWS modifications and configuration changes. Meticulously documented every aspect of these systems to support future owners in Confluence -
Associate Technical DirectorLost Boys Interactive Jul 2021 - Oct 2022Madison, Wi, UsDirected a team of 13 engineers on a 50 person multidisciplinary team from project launch through Alpha.Architected high-level game systems interactions in UML.Developed project timelines in MS Project. -
Senior Software EngineerLost Boys Interactive Dec 2020 - Jul 2021Madison, Wi, UsContributed to the development of several modes, engine tech, and UI systems in WWE2K22, using C++ / C#.Created data systems and major UI interactions C++ for Tiny Tina's Wonderlands. -
Software EngineerUltratec, Inc. Jun 2020 - Dec 2020Madison, Wi, UsWhile employed by Ultratec I worked closely with hardware and firmware developers of Consumer Premise Equipment (CPE) to create working software models of those devices for training and testing. I additionally created several systems to improve observability, leading to better problem detection and resolution. Contributed to a software platform to assist those with hearing deficits effectively communicate over the phone.Created Quality Assurance tools using C#.NET/WFP which integrated streaming audio and automatic speech recognition.Added features to an open-source VOIP/SIP engine in C++.Developed Windows services in C#.NET which monitor critical infrastructure, along with accompanying web management interface using .NET Core / Razor and Entity Framework.Added features to custom call center software in Visual Basic.NET.Created CPE emulation software in C#/VB.NET with UI in WPF.Rebuilt legacy VB6 applications to modern .NET Framework.Contributed to utility library to allow more robust audio streaming services between network resources using NUGET packages. -
Chief Technologist / Software Engineering LeadGear Learning Jan 2017 - Jun 2020Madison, Wisconsin, UsWhile at Gear Learning, I worked in a highly integrated, multidisciplinary team of developers with external content experts to create educational video games spanning many diverse subjects and for a wide range of learning levels. While doing day to day software development, I additionally facilitated communication between software and asset creation teams, stake holders, and upper management. From concept to prototype to production, I've enjoyed all aspects of creating award winning educational games for the mass market.Developed web based content management system with REST API and GUI using NodeJS/Express/Mongo/Jade stack on AWS Elastic Beanstalk with authentication services through OKTA.Oversaw data custom visualization dashboard development in Node.JS/React.Managed engineering team in coordination with other departments to produce games and services for clients.Continued client/server data collection development using Websockets to communicate between a NodeJS/Express/Mongo stack and C# client.Built services to handle remote file saving, configuration services, and player save data as REST API using Node.JS/Express.Delivered 5+ games with Unity3D/C# in use by thousands of users.Integrated products with LMS using LTI standards using Node.JS.Published several titles to public app stores, guiding them through QA and Acceptance.Developed testing procedures and documentation wile working with external QA groups for product testing.Debugged and profiled CPU, GPU, and memory usage, and network utilization in mobile products. -
Lead Software EngineerLearning Games Network Aug 2012 - Dec 2016Cambridge, Ma, UsLearning Games Network saw the continuation of the group (and my work) from The Morgridge Institute for Research under a new name. We took what we learned and built upon that knowledge to create amazing educational games and software. My role as software engineer expanded to include some additional IT related roles as I deployed our version control system and created our physical network. Continued web development of existing Node.JS/Express projects adding API endpoints to extend functionality of products .Developed and shipped 10+ app experiences in Unity3D/C#.Managed multiple large scale game projects with Agile methodologies. Deployed company Git and SVN asset versioning systems.Designed and maintained office network infrastructure including security and physical layout. -
Project Lead, Software EngineerMorgridge Institute For Research Feb 2011 - Aug 2012Madison, Wisconsin, UsMorgridge Institute for Research was a collaboration between educators, researchers, and game developers to create cutting edge educational games and test their effectiveness. Multiple scholarly papers were produced detailing exactly how impactful these tools could be, and spawned multiple educational game companies as a result. Developed 2D and 3D UI systems with Unity3D/C#.Created cut-scene and in-game camera control systems with custom Unity editor windows and features. Implemented gameplay scripting in C#.Developed multi-user experimental medical tools in Node.JS/HTML/CSS using Facebook Graph API. -
Technical SupportTelephone And Data Systems™ (Tds™) Apr 2008 - Apr 2011Middleton, Wi, UsWhile at TDS I provided level 1 and 2 support for business and residential internet and phone customers, eventually creating training materials and systems, and leading their first chat-based support initiative. -Provided level 1 and 2 Technical Support to resolve issues with telephone and internet services.-Generated training materials and software for new hires-Developed chat-support system and training.
Greg Vaughan Education Details
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Herzing UniversityGame Development -
Nicolet CollegeComputer Systems Networking And Telecommunications
Frequently Asked Questions about Greg Vaughan
What company does Greg Vaughan work for?
Greg Vaughan works for Red Games Co.
What is Greg Vaughan's role at the current company?
Greg Vaughan's current role is Technical Director at Red Games Co..
What schools did Greg Vaughan attend?
Greg Vaughan attended Herzing University, Nicolet College.
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