Jesse Arnold

Jesse Arnold Email and Phone Number

Manager Software Engineering at Elsevier - Shadow Health @ Shadow Health
Jesse Arnold's Location
Media, Pennsylvania, United States, United States
Jesse Arnold's Contact Details
About Jesse Arnold

Recently I've gotten into the project management side of Agile as a Scrum Master and now Product Owner at Shadow Health after completing the CSM with Agile Alliance.I'm an experienced gameplay programmer / scripter with experience on projects in both the Unreal3 and Unity engines. I am interested in many aspects of gameplay programming including AI, player interactions, inventory management, mission/task management, level building tools, custom interfaces (like the use of Kinect or haptic mice) and more.I have a M.S. degree in Interactive Entertainment from the Florida Interactive Entertainment Academy (FIEA) of the University of Central Florida.Specialties: -Familiar with: C, C++, C#, Objective-C, Flash ActionScript, Java, Perl, UnrealScript, Unreal Kismet, Microsoft XNA-Tools: Perforce, Tortoise SVN, Visual Studio, Unreal UDE, UnrealED, UDK, Unity, MonoDevelop, FlashBuilder 4.6, FlashDevelop, JIRA, Devtrack, Apple XCode -Communication: seeks to always put design and tech on the same page. Programmer with an eye for design especially as it relates to the end-user experience.

Jesse Arnold's Current Company Details
Shadow Health

Shadow Health

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Manager Software Engineering at Elsevier - Shadow Health
Jesse Arnold Work Experience Details
  • Shadow Health
    Manager Software Engineering
    Shadow Health Oct 2012 - Present
    Gainesville, Fl, Us
    I'm actively serving as a Systems Architect in training and Product Owner for Enablers and Runway at Elsevier Shadow Health.Formerly served as Product Owner for the Mental Health and Gerontology products at Shadow Health. Responsible for talking to nursing faculty and students and stake holders and building a prioritized product backlog for the development team that delivers educational value and meets learning objectives. Prior to PO I served as Scrum Master to the product team - helping to maintain roadmaps, schedule sprints and milestones, facilitate standups and scrum of scrums, unblock team members and keep the lines of communication open between departments and across our various projects.Prior to SM I was a Unity programmer working on various tools and systems for our array of virtual patients.
  • Pacegames
    Lead Programmer
    Pacegames Mar 2011 - Dec 2016
    - Worked closely with the Stone County Economic Development Partnership in Stone County, Mississippi to create an app that promoted the SCEDP, provided easy-to-access contact info, up-to-date Stone County information and event lists.- Created entire application from the ground-up featuring: HTML parser which grabs and re-displays info from the SCEDP website on a mobile-friendly 'WebView', iOS 'AddressBook' tie-ins to allow users to easily add SCEDP contact info, embedded Google calendar, XML style menu loading system, proper error handling and memory management.- App passed certification from Apple and is available via iTunes/App Store: http://itunes.apple.com/us/app/scedp/id435402453
  • University Of Florida Digital Worlds Institute
    Interactive Media Engineer
    University Of Florida Digital Worlds Institute Jul 2011 - Sep 2012
    Gainesville, Florida, Us
    http://www.digitalworlds.ufl.edu/
  • Monstersgoboom
    Gameplay Programmer
    Monstersgoboom Dec 2010 - Sep 2011
    _monkeyrobot (Unreal Development Kit) - Gameplay Programmer - Modified script execution in UDK to support two-player asymmetrical co-op mode allowing one player to assume an RTS role and the other player to assume a dual-stick shooter role- Created customized weapons and RTS controls within Unreal framework to support top-down retro-styled player control with a unique overhead camera class- Responsible for enemy and friendly AI behaviors including tailored “special-moves” on deployment and utilization of Unreal path node network
  • Utv
    Gameplay Programmer
    Utv Jan 2008 - Nov 2010
    Mumbai, Maharashtra, In
    - Worked closely with design to implement various enemies utilizing script, engine, kismet and custom behavior tree systems- Created giant “Sentinel Statue” arena-based boss AI which included attached BreakableArchitecture pieces to conceal weak-points, animation tie-ins that granted the player advantage of newly exposed weak-points, ax attacks that destroyed buildings/architecture, a physically thrown shield attack, and knock-back foot stomp attacks upon player encroachment- Created flying “Gunbot” enemy that utilized Unreal's VolumePathNode system (3D nodes that expand when placed in a map until their collision touches architecture or world geometry) which connected to provide info for “safe” flying paths toward the player or cover- Responsible for creating/modifying various player interactions including: a powered jump and dash system, custom inventory managers, physics based powers (pull, throw, push, etc), FOV modifiers, weapon recoil, spread and alternate fires, etc.- Exposed UnrealKismet SequenceAction methods for scripters' use in accessing/modifying actor information (e.g., methods to detect when NPCs can/should talk to the player, events fired when powers were used by the player, post-processing chain modifiers)
  • Florida Interactive Entertainment Academy
    Graduate Student
    Florida Interactive Entertainment Academy Aug 2006 - Dec 2007
    Orlando, Fl, Us
    MasterPlan (34 student Ogre3D project) - Gameplay & Tools Team - Introduced to the project mid-production with minimal ramp up time - Created various level/map tools (e.g. structs for easier copy/paste, multi-actor movement, asset lockdown tool, XML save/load tool)- Created final "boss" - flying, strafing, environmental-arena style, state-machine based AI Rapid Prototype Production - Programmed two-week game prototypes using Flash ActionScript and Torque Game Engine. - Collaborated with an artist and designer/producer on fully functioning "slice" style prototypes
  • Bucknell University
    Student It Specialist
    Bucknell University 2002 - 2006
    Lewisburg, Pa, Us
    Performed installations, maintenance, trouble-shooting and support for all Faculty / Staff computers and equipment.

Jesse Arnold Skills

Unreal Engine 3 Perforce Unreal Editor Gameplay Programming Game Development Gameplay Unrealscript Actionscript Scripting Game Design Jira Unity C++ Visual Studio Objective C Xna C# Xcode Java Devtrack Tortoise Svn C Perl Flashdevelop Unity3d Certified Scrum Master

Jesse Arnold Education Details

  • University Of Central Florida
    University Of Central Florida
    Interactive Entertainment Technology
  • Bucknell University
    Bucknell University
    Computer Science; East Asian Studies: Japanese
  • Cedar Crest High School
    Cedar Crest High School

Frequently Asked Questions about Jesse Arnold

What company does Jesse Arnold work for?

Jesse Arnold works for Shadow Health

What is Jesse Arnold's role at the current company?

Jesse Arnold's current role is Manager Software Engineering at Elsevier - Shadow Health.

What is Jesse Arnold's email address?

Jesse Arnold's email address is kr****@****ail.com

What is Jesse Arnold's direct phone number?

Jesse Arnold's direct phone number is +135222*****

What schools did Jesse Arnold attend?

Jesse Arnold attended University Of Central Florida, Bucknell University, Cedar Crest High School.

What skills is Jesse Arnold known for?

Jesse Arnold has skills like Unreal Engine 3, Perforce, Unreal Editor, Gameplay Programming, Game Development, Gameplay, Unrealscript, Actionscript, Scripting, Game Design, Jira, Unity.

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