Jim Gray

Jim Gray Email and Phone Number

Game Developer. Bringing Dreams to Life. @ Jim Gray Productions
Jim Gray's Location
Mountain View, California, United States, United States
Jim Gray's Contact Details

Jim Gray work email

Jim Gray personal email

n/a

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About Jim Gray

Since 2002, I have focused on AAA Game Development - primarily gameplay programming. Major shipped titles include Call of Duty: Advanced Warfare (2014), Three (3) location-based VR experiences: Secrets of the Empire (2017), Ralph Wrecks VR (2018), and Avengers, Damage Control (2019), and six (6) "snapshots" of Deadrop (2022-2023).I have worked on vehicle simulations, player movement, camera systems, animation, and AI. Generally speaking, I thrive when working on difficult gameplay problems. My main programming language is C++, though recently, I've written a lot of "blueprint", while working in UE4 and UE5.Since 2016, I've taken on leadership roles, building and guiding the Engineering team, supervising Engineering tasks, and coordinating with other departments (e.g., Production, Design, Art, Animation, Effects, Lighting, Audio, etc).

Jim Gray's Current Company Details
Jim Gray Productions

Jim Gray Productions

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Game Developer. Bringing Dreams to Life.
Jim Gray Work Experience Details
  • Jim Gray Productions
    Founder And Ceo
    Jim Gray Productions Jul 2023 - Present
    Building a new Video Game Production company from the ground up.
  • Squid Games
    Advisor
    Squid Games Nov 2021 - Present
    San Francisco, California, Us
  • Midnight Society
    Gameplay Engineering Director
    Midnight Society Apr 2022 - Jun 2023
    The Existence, Us
    Built and directed the Deadrop Gameplay Engineering team from prior to launch through the first six "snapshots" Coordinated with Production, Design, Art, Audio, Marketing, Core Engineering, et al.
  • Free Range Games
    Principal Gameplay Engineer
    Free Range Games Aug 2021 - Apr 2022
    Sausalito, Ca, Us
  • Ilmxlab
    Principal/Lead Gameplay Engineer
    Ilmxlab Sep 2019 - Jul 2021
    San Francisco, California, Us
    In addition to leading the Engineering team on individual projects, I work closely with ILMxLAB's Engineering Supervisor to provide studio-wide guidance on core technology and Engineering best practices.
  • Ilmxlab
    Senior/Lead Gameplay Engineer
    Ilmxlab Apr 2016 - Sep 2019
    San Francisco, California, Us
    Lead Engineer on Secrets of the Empire, Ralph Breaks VR, and Avengers, Damage Control. These are all location-based, co-op VR experiences developed in collaboration with The Void. Worked directly with the ILMxLAB and Void production teams to ensure the highest-possible quality, while meeting milestone goals. Tasked, guided, and led the ILMxLAB Engineering team. Coordinated with The Void's Engineering team. Established solid development practices for all team members (art, design, engineering, audio, etc). Developed gameplay mechanics.
  • Sledgehammer Games
    Senior Gameplay Engineer
    Sledgehammer Games Nov 2012 - Mar 2016
    Foster City, Ca, Us
    Programmed gameplay for Call of Duty: Advanced Warfare and Call of Duty: WWII. Highlights of my work include: Physics and player controls for Advanced Warfare's Hovertank and Diveboat (single-player campaign).
  • Truck Game Partners
    Founder And Partner
    Truck Game Partners Jun 2011 - Dec 2012
    Developed The Truck Game from initial conception to release, including all game programming (renderer, sound, gameplay, animation systems, object systems, etc), all tool and pipeline programming (Maya, etc), web programming (integration with mysql and PayPal), and joint game design (with Mike Badillo).
  • Paragon Studios
    Senior Gameplay/Assistant Lead Programmer
    Paragon Studios Feb 2011 - Jun 2011
    Worked on updates to City of Heroes.
  • Ailive Inc.
    Lead Games Programmer
    Ailive Inc. Oct 2009 - Feb 2011
    Sunnyvale, Ca, Us
    Lead programmer for an unannounced, unshipped game. :(
  • Lucasarts
    Senior Gameplay Programmer
    Lucasarts Jan 2008 - Oct 2009
    San Francisco, Ca, Us
    Jim programmed gameplay (camera, targeting, animation, player controls, etc) for two infamously-unshipped games: Indiana Jones and the Staff of Kings and Star Wars 1313. Both were developed for XBox360 and PS3.
  • Thq/Locomotive Games
    Lead Programmer
    Thq/Locomotive Games Jul 2006 - Jan 2008
    Agoura Hills, Ca, Us
    Shipped titles included Destroy All Humans, Big Willy Unleashed (Wii) and Ratatouille (PSP). Also, I was lead programmer on the (unreleased) Stuntman: Demolition for Wii.
  • Stormfront Studios
    Senior Programmer
    Stormfront Studios Nov 2004 - Jun 2006
    Us
    I programmed gameplay for Eragon - an action/adventure game for PS2, XBox, XBox360 and PC. Worked closely with game designers to develop dragonflight gameplay, the camera system, the enemy targeting system, and Stormfront's proprietary level-editing tool.
  • El Camino Studios
    Founder And Lead Programmer
    El Camino Studios Nov 2002 - Oct 2004
    I developed a proprietary 3D game engine, including physics, AI, scripting, and a Maya-based art pipeline. The main platform was Windows. Contract work included work on the Tapwave Zodiac (a mobile platform) and on Windows.
  • Rsa Security
    Security Architect
    Rsa Security Apr 2001 - Oct 2002
    Burlington, Massachusetts, Us
    Provided consulting and professional services to RSA's customers. Services included custom software development, cryptography training, and cryptographic protocol design.
  • Paypal
    Director Of Product Management
    Paypal 1999 - 2000
    San Jose, Ca, Us
    I was the 15th employee at PayPal, where I helped them grow from conception to their first million customers. Managed all areas of the PayPal product, including the website, customer database, and back-end financial systems.
  • Rsa
    Research Scientist
    Rsa Jan 1998 - Jul 1999
    London, Gb
    Researched and developed lightweight cryptographic protocols, such as WTLS. Consulted for RSA's customers. Worked with WAP standards body.
  • Department Of Computer Science, Hkust
    Assistant Professor
    Department Of Computer Science, Hkust Aug 1993 - Jan 1998
    Tenure-track faculty member. Conducted research in computer security. Taught classes in Programming Languages, Operating Systems, and Cryptography.
  • Naval Research Laboratory
    Research Scientist
    Naval Research Laboratory Apr 1989 - Jul 1993
    Developed mathematical models of multilevel security for analyzing computer systems. Techniques included probability theory and concurrency theories such as CSP (Hoare) and CCS (Milner). Also analyzed covert channels using Shannon's information theory.
  • Unisys Defense Systems
    Computer Scientist
    Unisys Defense Systems Aug 1987 - Mar 1989
    As part of a team, I conducted research in Multilevel Security for Database Systems. This work was part of a contract with the Air Force Research Laboratory in Rome, NY, and results of our work were published in the proceedings of the 11th National Computer Security Conference, 17-20 October, 1988.

Jim Gray Skills

Game Programming Game Development Gameplay Programming C++ Game Design Computer Games Maya Unreal Engine 4 Virtual Reality

Jim Gray Education Details

  • University Of Maryland
    University Of Maryland
    Computer Science

Frequently Asked Questions about Jim Gray

What company does Jim Gray work for?

Jim Gray works for Jim Gray Productions

What is Jim Gray's role at the current company?

Jim Gray's current role is Game Developer. Bringing Dreams to Life..

What is Jim Gray's email address?

Jim Gray's email address is jg****@****lab.com

What is Jim Gray's direct phone number?

Jim Gray's direct phone number is +165024*****

What schools did Jim Gray attend?

Jim Gray attended University Of Maryland.

What skills is Jim Gray known for?

Jim Gray has skills like Game Programming, Game Development, Gameplay Programming, C++, Game Design, Computer Games, Maya, Unreal Engine 4, Virtual Reality.

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