Joel Anderson work email
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Objective:I aspire to serve in a leadership role—be it CTO, Technical Director, Lead Engineer, Staff Engineer, or Principal Engineer—at a company specializing in game development. While I place emphasis on traditional titles, I am open to unique designations that align with my skill set. With years of experience under my belt, I bring both a detailed and a big-picture approach to technology solutions in the gaming industry.Passion & Drive:From an early age, I've been captivated by the magic of game programming. It's not just a job for me—it's a lifelong pursuit and passion. I find immense satisfaction in giving life to creations that entertain and engage people.Team Dynamics:I aim to work alongside individuals who are not only skilled in game programming but are also collaborative and solutions-oriented. I value a work environment where mutual respect fuels collective problem-solving.Specialties: I am mostly a generalist/systems lead game programmer however I have done quite a bit of collision detection, hidden surface removal, code optimization, AI, and computer graphics. I've also done a little backend work so I guess that makes me full-stack (although not website full-stack).Location Preferences:I am based in the Seattle area and have a strong preference for remote roles, although I am open to hybrid work models if absolutely necessary.
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Senior Software EngineerMeta Jan 2024 - PresentMenlo Park, Ca, UsHelping research scientists develop next gen Oculus Optics with software. -
Chief Technology OfficerPinoyshki Bakery And Cafe Nov 2023 - Feb 2024My wife's bakery was moving and needed some support so I acted as CTO and CFO. I was only needed for a short period of time.- Orchestrated the bakery's technological and financial strategies, leveraging my multifaceted expertise in marketing and design to drive the establishment and expansion of the business.- Custom-developed a dynamic e-commerce solution for the bakery's website, ingeniously adapting the platform to seamlessly offer catering services—a functionality not supported by the original technology framework.- Pioneered the creation and implementation of customer retention tools and comprehensive marketing campaigns, significantly enhancing brand engagement and market presence.- Executed strategic negotiations with vendors, achieving favorable pricing and terms that substantially reduced operational costs.- Designed and implemented an innovative, automated data aggregation system that consolidated vendor and sales information, enabling detailed cost-to-revenue analysis and strategic decision-making. This also saved thousands in accounting costs and enabled almost real-time decision making as it would regenerate hourly.- Developed holistic and automated financial management tools, resulting in the elimination of extensive manual processes and saving tens of thousands in accounting costs annually.- Assessed and selected cutting-edge technological solutions, ensuring the bakery's infrastructure was not only efficient and scalable but also aligned with our ambitious business objectives.
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Lead Gameplay ProgrammerEpic Games Nov 2021 - Oct 2023Cary, Nc, UsSewing outfits, patching garments, knitting, and gluing shiny things onto material. Teaching the Americans how to swaddle a croc.Very briefly, team lead with experience managing a diverse team of 10, including 4 direct reporting engineers, 3 other engineers, qa and production. I am responsible for enhancing the aesthetics of Fortnite cosmetics. Proficient in overseeing the work of engineers and producers, providing strategic direction, and assisting with design and architecture. With 50% of my role dedicated to individual contributor (IC) work, I have successfully implemented innovative solutions that have not only enhanced Fortnite but also been integrated into the Unreal Engine. My expertise here ranges across various areas, from fine-tuning optimization strategies to ensuring skinned meshes seamlessly interact with gameplay. Fortnite cosmetics interact with a lot of gameplay systems (physics, materials, meshes, streaming, weapons, items, emotes, collision etc...) so it really requires a generalist to work in this field.Also, a lot of my work went into starting to design a better more generalized version of cosmetics which was less bespoke than the existing one which was starting to show it's age.Committed to the growth and development of my team, I invest significant time in nurturing the abilities of our engineers, enhancing both their individual skills and our team's overall performance. -
Software Engineer Working At Facebook/Meta/Oculus (Contract)Crystal Equation Corporation Oct 2019 - Oct 2021Chicago, Illinois, UsWorking at Facebook on Oculus related research stuff as a software engineer.- Worked on leading edge technology exploration for VR and AR mostly in the device input related area- Built studies by myself to help PHD researchers collect data and answer specific questions- Built demos (in Unity) to show of new technologies.- Recommended and redesign the fundamental platform used by PHD researchers to speed up research across multiple teams in our department. -
Tech Lead - Software EngineerAmazon Feb 2015 - Aug 2019Seattle, Wa, UsThe job will make use of my video game programming skills. I can't say much more but I am very excited. As part of my role I helped develop AI, build systems, gameplay, backend services and various other technologies for the video games I worked on. I have worked on five games at Amazon so far in many areas including pc and mobile/tablet games.Now a list of things I worked on/with- Unreal4- Lumberyard engine- Pathfinding- Movement- Player control- Several Game AI systems- Bots- Webgl (rendering in VR)- Designed complete architectures- Security Spec Docs- Built Entire backends- S3- EC2- CloudWatch- AWS Lambda- C++11- C#- Python- Javascript- Lua- Gamesparks- Gamelift- Networking tech- Match making for teams / friends- Jenkins- Lead tech on small team of programmers and game designers- AB testing- Tools- Optimization (network and cpu)- Interviewing- Mentored many out of org programmers in game programming -
Technical DirectorAtgames Cloud Holdings, Ltd. Jun 2014 - Jan 2015I was promoted to technical director. Unsure of the exact month of promotion since I was being trained for the role part of the time, it was for anywhere between 4 and 12 months.My role involved helping the company figure out how to build the cloud technology in a scalable way, provide solutions to emerging business developments, provide direction for programmers and provide forward-looking solutions. I still spent about 30% of my time programming.- I was a major contributor to the shipping of our Android App.- Did some of the performance reports.- Shipped a streaming video game service on tablets that played PC games such as Batman Arkham asylum and Assassins Creed.
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Lead Software EngineerAtgames Cloud Holdings, Ltd. Nov 2012 - Dec 2014Atgamescloud is working on technology to allow one to play any PC game on any device/OS/browser from the cloud. I think this technology will change how most games are developed in the future. Highlights- Acted as lead for up to seven people. Providing guidance, direction and management. - Just as I was leaving I was promoted to Technical Director for several weeks.- Programming wise I was a generalist and worked in most areas.The core of what I work on is:- writing virtualization technology to makes games think they are running locally without changing game source code. Even though I've been in the game industry for many years this has given me a very broad knowledge about how a large amount of games work internally. I've also learnt a lot of useful debugging techniques that most game developers would never learn.- real-time video streaming (using h264, includes lost packet handling and automatic quality adjustment)- real-time audio streaming (direct sound, winmm etc... using opus)- developing systems to manage large farms of servers- Android development in both java and cross platform c++- Created a REST server for inner server communication - Converted a Windows c++ app into a complete web browser plugin within a few weeks.- Game process load balancing to maximize server resouce usage.
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Riot Games - Senior Software EngineerRiot Games Feb 2008 - Oct 2012Los Angeles, Ca, UsGame Play programmer- Was a key person in developing and shipping one of the worlds largest video games ever (league of legends).- I worked in just about every system in the league of legends client and server.- Wrote networking code- Fixed hacks- Wrote and improved AI- Improved pathfinding particularly in performance areas- Managed team of engineers- Wrote and worked with maya plugins- Wrote a browser plugins which ran full 3D in all browsers at the performance of a C++ app.- Implemented UI code- Helped interview potential candidate engineers- C++- C#- Lua- DirectX - invented new way of rendering a large number if lights cheaply using forward rendering- Shaders- Optimization including memory, network and CPU- Was a popular forum personality (Hohums)- Was team lead multiple times (ie depending on the project needs)- Platform: Windows XP, Mac -
Lead/Senior Software EngineerPerpetual Aug 2006 - Jan 2008AuGame Engine side generalist C++ coder. Designed and contributed to many of the systems including:• Implemented shader effects for graphics engine using DirectX and Shader 2.0.• Implemented new features for asset pipeline and artist workflow involving; 3D asset export, and live update between client and Maya.• Improved memory management and improved the speed of the game dramatically.• Created event system for character abilities and special effects.• Designed and implemented attachment manager for customisable creatures and props.• Managed level editor team as lead programmer• Platforms: WinXP -
ProgrammerBluetongue Jun 2004 - Jul 2006App side “all-round” C++ coder, involving:• Creating new general systems as needed such as an instancing system and object placement system.• Basic physics and collision detection for throwing, player movement and bouncing assets.• Worked with artists to developed interactive GUIs• Gameplay logic including for the main game and many mini-games.• Pathfinding and scripting for interesting AI.• Platforms: WinXP, PS2, Game Cube, Nintendo Wii.• Pre-barnyard, I worked on a pre-production first-person shooter game.• Some leadership responsibilities• First programmer on released Barnyard game project
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Tutor: Computer Graphics In C#Edith Cowan University Jan 2004 - Jun 2004Joondalup, Western Australia, AuManaged a lab room for the student in the graphics programming class, involving:• Teaching a class of 30 students 2D graphics and C#, • Designing the lab work and grading papers/course work. • Platforms: WinXP• Developing software for the graphics class and developing a game engine for a video games course.
Joel Anderson Skills
Joel Anderson Education Details
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Edith Cowan UniversityComputer Science -
Mirrabooka Senior High School
Frequently Asked Questions about Joel Anderson
What company does Joel Anderson work for?
Joel Anderson works for Meta
What is Joel Anderson's role at the current company?
Joel Anderson's current role is Meta software engineer.
What is Joel Anderson's email address?
Joel Anderson's email address is ho****@****ail.com
What is Joel Anderson's direct phone number?
Joel Anderson's direct phone number is +141551*****
What schools did Joel Anderson attend?
Joel Anderson attended Edith Cowan University, Mirrabooka Senior High School.
What skills is Joel Anderson known for?
Joel Anderson has skills like .net, Ps3, Directx, Rendering, Computer Games, Algorithms, Multiplayer, Mmo, C, Game Engines, Graphics, Game Programming.
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