Jason Dorie Email and Phone Number
Jason Dorie work email
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Jason Dorie personal email
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First and foremost: if you send cold marketing email to my LightBurn address, you’re guaranteeing I will never use your service. Zero tolerance. I want my inbox back.I'm a tools wiz with a knack for optimizing everything from GUI's to data pipelines, and all the bits in between. I interface well between engineers and artists, and speak the languages of both. I work on runtime, rendering, UI, data pipes, and much more. I was formerly in the Tools & Technology group at 2K Sports / Visual Concepts, supporting the NBA franchise and all other 2K Sports titles from 2004 to 2016. I've been in the games biz since 1993, though I believe I come with more experience than baggage. I've written tech that is the backbone of dozens of AAA titles, across multiple platforms and studios.In my spare time I build lasers, CNC machines and flying robots.Specialties: Tools and GUI's, optimization, video codecs & data compression, data pipelines, multi-threading, and animation & rendering. I like to have my hands in a lot of pies, and I like a challenge.In my role at Apple I worked on cloud based and in-house tools to support the development of autonomous technologies for one of their Special Project Groups.Most recently I've ventured out into my own thing, running LightBurn Software since 2018, growing it from a side project for myself into a 20+ person company in 5 years.
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Owner, CtoLightburn Software Feb 2019 - PresentBrookfield, Ct, Us -
Senior Software Engineer, Special Projects GroupApple Jul 2016 - Feb 2019Cupertino, California, UsAutonomous Technologies. I helped stir the secret sauce. -
Senior Software Engineer (Tools, Pipeline, Runtime, Shared Tech)Visual Concepts Entertainment Apr 2004 - Jun 2016Novato, California, UsI worked as an engineer in the tools & technology group, developing tech to feed today's consoles and deal with the sheer amount and complexity of data they need. I wrote and maintained a large number of tools including the Maya exporter, realtime character rig evaluation system, front-end layout and animation editor, hardware accelerated TrueType font rendering, video compression / decompression and streaming, and wrote tools and libraries to support ongoing research and development. I also did a variety of other things as they crossed my path. -
Senior Software Engineer (Tools/Pipeline)Visual Concepts Entertainment Apr 2004 - Jun 2016Novato, California, UsMaya exporter, character rig exporter / compiler / optimizer / runtime, GUI & overlay authoring tool / pipeline / runtime, cross platform video compression & playback (my own codec), databuild tools, build metrics collection, data pipeline optimization -
ProgrammerElectronic Arts Canada 2002 - 2004Redwood City, Ca, UsAs another cog in the large grinding wheel that is EA, I felt underutilized and overworked. EA's customers are not the people who buy their games - They're the people who buy their stock. I left when I realized that EA and I had very different goals.That said, over 10 projects worldwide used the front end engine that I developed while at Black Box, including Need For Speed Underground, 007 Nightfire, NHL 2005, and Medal of Honor. Despite their 'World Domination' style management, EA is mostly talented people passionate about games, many of whom I miss. -
ProgrammerBlack Box Games 2000 - 2004I worked primarily as a rendering and tools programmer. I was responsible for the rendering engines for NHL Hitz 2002 / 2003 on XBox and GameCube, as well as the data processing and revision control tools used for several games. I also wrote the menu/overlay system and movie player used on several titles across multiple platforms.
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ProgrammerRelic Entertainment 1998 - 2000Vancouver, British Columbia, CaI briefly touched Homeworld (lighting, tutorial system) before moving onto Impossible Proj ... er, Creatures. The idea was really cool, but it was initially rushed, which led to many stressful and impossible deadlines. I was responsible for the initial rendering engine, tools, and prototype for the creature combination engine. Some of the tools survived for the duration of the project. -
ProgrammerRadical Entertainment 1993 - 1998I started in the games industry at Radical Entertainment, and although there was a rocky period of instability, I feel this was and is a great company. Radical took a chance on me (I have no formal education), and the people I worked with there helped me become what I am today. I am still friends with many of them.While at Radical I worked on projects ranging from 2D side-scrollers on the Sega Genesis to fully 3D platform games on PC & Playstation. I also planted the seeds for my love of artist tools, optimization, and video codecs.
Jason Dorie Skills
Jason Dorie Education Details
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Keyano CollegeComputer Business
Frequently Asked Questions about Jason Dorie
What company does Jason Dorie work for?
Jason Dorie works for Lightburn Software
What is Jason Dorie's role at the current company?
Jason Dorie's current role is Owner / Lead Developer at LightBurn Software.
What is Jason Dorie's email address?
Jason Dorie's email address is ma****@****rie.com
What schools did Jason Dorie attend?
Jason Dorie attended Keyano College.
What skills is Jason Dorie known for?
Jason Dorie has skills like Video Games, Xbox, Xbox 360, Ps3, C++, Game Development, Gameplay, Console, Multithreading, Game Design, Shaders, Computer Games.
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