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Jeromy is the CEO/Game Director of Soulbound Studios. With his relentless passion for creating new worlds, developing new game systems, and solving tough problems, he uses his imagination, technical acumen, and past business experience to drive the long-term strategy.Jeromy has numerous credited and uncredited titles in the Free Roaming Adventure and RTS genres including Dungeons & Dragon: Dragonshard, Mercenaries, and Star Wars Battlefront. He was most recently an Instructor at DigiPen Institute of Technology and a Senior Software Engineering Lead for Microsoft. Jeromy now puts all his energy into Soulbound Studios' new MMO, Chronicles of Elyria.When he’s not programming, Jeromy is a lover of board and card games, fantasy literature, ancient mythology, and has spent over 20 years as a storyteller and game master across multiple digital and print role playing systems, including Dungeons & Dragons, White Wolf, and Pathfinder.
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Ceo And FounderSoulbound StudiosKirkland, Wa, Us -
Ceo & FounderSoulbound Studios Jan 2015 - PresentBellevue, Wa, UsSoulbound Studios is a new game company developing the innovative new Massively Multiplayer Online Game, "Chronicles of Elyria." The development of this game marks a shift in the industry from theme park or sandbox MMOs to dynamic, highly immersive, story-driven MMOs. Chronicles of Elyria gives players more control over their environment than ever before, simultaneously creating a world that feels both responsive and inviting and is recognizably different each time the player logs in. This evolutionary new MMO grants players the ability to decide whether to embrace their destiny, or fall victim to it, and asks the intriguing question, "Will you choose a path of virtue... or something darker?" -
Sr. Software Eng LeadMicrosoft Sep 2014 - Nov 2015Redmond, Washington, Us -
Sr. Software Development EngineerMicrosoft Sep 2011 - Sep 2014Redmond, Washington, UsSince September I have been working as part of the Engineering Productivity group in the Windows Phone Client Division. My primary duty consists of developing C# tools and infrastructure to support automated and manual testing of the Windows Phone OS by individual contributors and OEMs. -
Technology Academy InstructorDigipen Institute Of Technology May 2010 - Sep 2011Redmond, Wa, UsSince May 2010 I have served as the Technology Academy Instructor for the DigiPen WaNIC Video Game Programming Academy. During this time I have been responsible for both outreach to parents, students, and counselors, as well as classroom instruction. Coursework taught has included computer architecture, base 2 and 16 arithmetic, programming syntax & semantics (C++, Java, & C#), OOAD, trigonometry, linear algebra (vectors, matrices, 2D/3D transformations), computer graphics, AI, path-finding, and physics.Since November my duties have grown to include development of expanded math and computer science curriculum, keeping DigiPen up to date with the latest trends & technologies, as well as providing more rigorous and comprehensive math coverage. As a result, the course has been marked equivalent to both Advanced Algebra (Algebra 2) as well as Math Analysis (Pre-Calculus) in the local and surrounding school districts. -
President, Co-OwnerModern Genealogy, Llc Oct 2005 - Dec 2009During my time at Modern Genealogy I served in two capacities. First, I acted as the company's Project Manager. This included establishing and nurturing business relationships with genealogical societies, procuring contracts with retailers and independent contractors, managing the finances and accounting, and supervising the marketing efforts. Other Duties included:• Gathering requirements and integrating changes• Organizing and executing usability testing • Defining and sequencing the WBS and schedule• Facilitating communication between project membersWhile at Modern Genealogy I also acted as a principal software engineer; responsible for the architecture, design, and implementation of our genealogy research and recording tools, as well as the company's website. In specific, I was involved in all layers of the MVVM design pattern and worked closely with the other engineers to implement our .NET based application. This included XAML/WFP UI logic, data binding, and LINQ to SQL for data storage.
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Lead/Sr. Tools ProgrammerPandemic Studios Oct 2003 - Sep 2005Los Angeles, Ca, UsTitles included:- Mercenaries (2005), LucasArts- Star Wars Battlefront (2004), LucasArtsIn 2003 I was hired as the founding member of the Tools Department at Pandemic Studios. My task was to lead development of a next generation world editor and asset pipeline capable of handling the large volume of data necessary for “Next Gen” titles. For nearly two years I was working directly with the Executive Art Director. During this time I was responsible for growing the tools department, formulating coding guidelines and department procedures, and interacting with multiple game teams to gather requirements. Other duties and achievements while at Pandemic included:• Managing the hiring process and writing job descriptions for all positions in the tools department• Architecting and designing the Pandemic Studios Infinity Editor, used in all Next Gen titles• Adding tools support for game teams in the areas of localization and asset management• Facilitating communication between the game teams and tools department and keeping stakeholders up to date on the status of the tools• Implementing Import/Export functionality for all of our tools using the XSI SDK and FTK• Implementing a Havok Dynamics and Animation plug-in for Softimage|XSI (purchased by Havok) -
Programmer/Tools ProgrammerLiquid Entertainment 2002 - 2003Titles included:- Dungeons & Dragons: Dragonshard (2005), Atari, Inc.- Lord of The Rings: War of the Ring (2003), Sierra, Inc.In 2002 I began developing technology demos for Liquid Entertainment to facilitate interest from publishers for future projects. After doing demos for a few months I moved on to game code where I developed various in-game systems for “War of The Ring,” such as the mini-map system, camera boundary managers, and collision detection. For the last nine months I was the sole developer of the “War of The Ring” world editor. Duties included interacting with the artist and designers to gather requirements for the tools, working with the game engineers and producers to determine appropriate scope, and then implementing the various features into the toolset. Areas touched included the terrain system, rendering, user input, MFC, modeling & animation, lighting & shadows, vertex colors and smoothing, and File I/O. Before leaving Liquid I began work on the next generation world editor to be used in “Dungeons & Dragons: Dragonshard” and all future Liquid titles.
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Software EngineerU.S. Geological Survey, Doi 1999 - 2002Responsibilities included:- Developing server-side web applications- Solaris and Win32 TCP/IP client/server applications- Development of JavaScript, Java, and XML for dynamic web content creation- Development of Apache modules to better support the web team.
Jeromy Walsh Skills
Jeromy Walsh Education Details
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Missouri University Of Science And TechnologyComputer Science -
Missouri University Of Science And TechnologyPsychology
Frequently Asked Questions about Jeromy Walsh
What company does Jeromy Walsh work for?
Jeromy Walsh works for Soulbound Studios
What is Jeromy Walsh's role at the current company?
Jeromy Walsh's current role is CEO and Founder.
What is Jeromy Walsh's email address?
Jeromy Walsh's email address is je****@****ail.com
What is Jeromy Walsh's direct phone number?
Jeromy Walsh's direct phone number is +142567*****
What schools did Jeromy Walsh attend?
Jeromy Walsh attended Missouri University Of Science And Technology, Missouri University Of Science And Technology.
What are some of Jeromy Walsh's interests?
Jeromy Walsh has interest in Xna/directx Game Development, Production And Project Management, Video Games.
What skills is Jeromy Walsh known for?
Jeromy Walsh has skills like C#, Game Development, C++, Software Development, Video Games, Programming, .net, Directx, Software Engineering, Xna, Computer Science, Game Programming.
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