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Skilled, passionate, software engineer with over 25 years of professional experience developing PC, console, and mobile games, engines, systems, tools, and related technology.www.beastworks.com
Amazon
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Sr. Software Development Engineer, Amazon Lumberyard - AustinAmazon Oct 2016 - PresentSeattle, Wa, Us -
Senior Software Engineer - Runtime And Gameplay SystemsMaximum Play Inc (Maxplay) Apr 2015 - Sep 2016San Francisco, Ca, Us• Developed extensible, hierarchical, data-driven object/component system based around the entity/component model and the component, composite, and factory patterns• Developed reflection system, allowing classes to bind attributes that expose members, methods, and other functions• Developed generic resources and serialization code for objects and components• Developed several concrete components that expose gameplay, graphics, and other engine features for game development and use in tools• Developed flocking demo that utilizes custom components, steering behaviors, and a spatial hash, driven by the object/component system, interacting with a task-based threading model, which allowed for performance and scene complexity to scale with the number of cores on devices• Developed Origami Sky, VR demo with thousands (scalable with hardware) of dynamic, flocking cranes, dragons, floating lanterns, point and directional lights• Developed resources and system for bounding volume and triangle based picking, utilized for shooting elements in Origami Sky and selection/transformation of objects in the editor• Developed the runtime delegates for processing web socket commands to support real-time editing of scenes• Developed "preview play" feature that allows for in editor play back, pause, stop, and reset of scenes in development, while still allowing live and collaborative editing• Developed standard library compatible container classes to meet requirements of stability, consistency, and performance across all platforms• Developed configuration system for data driving applications and demos• Developed state machine used by scripting library• Phone screens and interviews, usually focusing on C++, design, and problem-solving• Performance analysis and general optimization• Code cleanup passes and refactors to simplify and optimize various systems• Performed and participated in regular code reviews• Wrote several technical design documents and briefs -
Lead, Software Developer IiiMultimedia Games Jul 2010 - Feb 2015Las Vegas, Nevada, Us• Lead a team of programmers, assisting with scheduling, conducting design and code reviews, one on ones, team meetings, and delegation• Developed skeletal animation system and related effects that used XML animation data and assets exported from Adobe After Effects. Where possible, this system replaced bulky, inefficient video assets while giving artists control over other types of animation typically done by programmers.• Developed several video and mechanical casino games with complex bonus features• Contributed to the design of an "effects" system that componentized and data-drove presentation logic, reducing the complexity, memory utilization, and code footprint of developed games• Assisted programmers throughout the department with problem solving, technical designs, debugging, game features, and mentoring on a daily basis• Reviewed majority of applicant programming tests, conducted phone screens, in person technical, object oriented, and design interviews• Conducted tutorials, presentations, and study groups to educate other programmers on graphics programming, shaders, JavaScript, Design Patterns, Code Complete, Effective C++, Effective STL• Evaluated and wrote proposals to identify ways to improve tools, game technology, and workflow -
Lead Software EngineerFlying Wisdom Studios Aug 2009 - May 2010San Francisco, Ca, UsExo-Planet (iOS) • Multi-player, 3rd person shooter with training, time trials, capture the flag, and death match in space and zero gravity.• Licensed personal graphics and game engine to accelerate development• Developed additional engine features, player and camera controls, collision, physics, animation states, VFX• World entity and ray casting system used for shadowing, light probes, surface and edge detection, jumping, grappling, weapon targeting, camera positioning• Lead team of programmers to develop game features, UI, controls, game modes, and client/server interaction• Travelled to Buenos Aires and California to consult and work with developers of front-end, network API, micro transaction elements, and social features -
Lead Software EngineerSuper Happy Fun Fun Oct 2008 - Apr 2009Santa Monica, Ca, UsDeveloped 3D graphics and game engine used in multiple projects such as Snowboarding TnT and Big Buck Hunter Pro.Lead programmer of iPhone Snowboarding TnT. -
Software EngineerNcsoft Corporation Nov 2005 - Aug 2008Bellevue, Wa, UsDungeon Runners• PS3 portTabula Rasa• Visual FX and art/design tools programmer• Developed features while supporting systems and tools for artists and designers: visual effects, particle effects, camera effects, projectiles, environmental audio, filters for generating world maps, UI editor, model viewer, 3DS Max exporter and scripts, and asset reporting• Added features to world editor for audio placement, terrain auto-painting, object grouping, and prefabs/templates• Game configuration, options, and registry system• In-game UI elements, alerts, and options• Profiling and optimization -
Game ProgrammerMultimedia Games Sep 2004 - Nov 2005Las Vegas, Nevada, UsWorked with several artists, designers, and dedicated mathematicians to develop graphic-rich, video casino games and mini-games. -
Lead ProgrammerAcclaim Entertainment Jun 1999 - Sep 2004UsI developed, contributed to, and shipped several projects over five years. I started as a generalist programmer who worked everything from UI to AI, and everything between. I became the primary programmer for realistic sports AI, animation playback and selection systems, and game logic. I worked with a core group of artists to design and develop a feature rich particle effects engine and editor.
Guthrie Adams Skills
Guthrie Adams Education Details
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The University Of Texas At AustinStudied Electrical | Computer Engineering Computer Science -
Newman Smith High School, Carrollton, TxMathematics And Computer Science
Frequently Asked Questions about Guthrie Adams
What company does Guthrie Adams work for?
Guthrie Adams works for Amazon
What is Guthrie Adams's role at the current company?
Guthrie Adams's current role is Sr. Software Development Engineer, Amazon Game Engine & Developer Services, Open 3D Engine (O3DE).
What is Guthrie Adams's email address?
Guthrie Adams's email address is gu****@****hoo.com
What is Guthrie Adams's direct phone number?
Guthrie Adams's direct phone number is (206) 266*****
What schools did Guthrie Adams attend?
Guthrie Adams attended The University Of Texas At Austin, Newman Smith High School, Carrollton, Tx.
What skills is Guthrie Adams known for?
Guthrie Adams has skills like Game Development, C++, Video Games, Directx, Opengl, Game Design, Perforce, Gameplay, Ps3, Computer Games, Visual Studio, Mobile Games.
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