Jon Renish

Jon Renish Email and Phone Number

Video Game Developer @ Half Mermaid
Jon Renish's Location
Edmonton, Alberta, Canada, Canada
About Jon Renish

With 20 years of experience I have delivered shipped titles in roles covering: Gameplay, UI/UX, Online, and more. Most recently was the role of Foundation Technical Director on EA/BioWare’s ‘Dragon Age: Dreadwolf’. Currently I am looking for local or remote work in Senior/Lead/Director roles.Knowledgeable in multiple programming languages such as C++ & C# and engines: Frostbite, Unity, Unreal, Snowdrop and others. Additionally, I have implemented doors for six plus titles. Recognized as one of EA’s top 100 managers (2022), I have championed excellence in team leadership and staff growth.

Jon Renish's Current Company Details
Half Mermaid

Half Mermaid

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Video Game Developer
Jon Renish Work Experience Details
  • Half Mermaid
    Programming Team Lead
    Half Mermaid Jul 2024 - Present
    Brooklyn, New York, Us
  • Possibility Space
    Lead Gameplay Engineer
    Possibility Space Oct 2023 - Apr 2024
    Beijing, Cn
  • Bioware
    Technical Director
    Bioware Jun 2020 - Sep 2023
    Edmonton, Alberta, Ca
    Responsible for foundation systems supporting all other development teams and disciplines with tools, workflows, platforms, and additional areas as needed.
  • Bioware
    Foundation Area Supervisor
    Bioware Mar 2019 - Jun 2020
    Edmonton, Alberta, Ca
    Foundation Pillar Tech Lead for upcoming Dragon Age title.Responsible for policies impacting entire team for performance & workflows.Studio wide driver for programming quality.
  • Bioware
    Lead Systems Programmer
    Bioware Jun 2015 - Mar 2019
    Edmonton, Alberta, Ca
    Lead Systems Programmer for 'Anthem'Responsible for multiple development areas across entire project
  • Ubisoft Toronto
    Technical Lead
    Ubisoft Toronto Jan 2014 - May 2015
    Toronto, On, Ca
    Technical lead responsible for major game systems, tool, and tasking of other team programmers.
  • Ubisoft Toronto
    Gameplay Programmer
    Ubisoft Toronto Nov 2011 - Jan 2014
    Toronto, On, Ca
    "Splinter Cell: Blacklist" Fall 2011 – Fall 2013 - (3rd Person Action)- Replication local/online for co-op and adversarial play modes.- Gameplay programming for unique co-op features.
  • Day 1 Studios
    Ui Programmer
    Day 1 Studios Dec 2009 - Jul 2011
    Chicago, Illinois, Us
    “Checkmate” & “Thunder” (Summer 2012) April 2011 – June 2011 - (3rd Person Action)- Created coding standards and best practices for Day 1's future Flash development- Rapid prototyping of HUD mock-ups for studio review"F3AR" (Summer 2011) January 2007 – June 2011 - (FPS, PC, Xbox360, & PS3)- HUD and Menu implementation both native C++ and Flash via Scaleform- Optimized .fla & .as files with large returns for both memory and processing
  • Day 1 Studios
    Gameplay Programmer
    Day 1 Studios Jan 2006 - Jun 2011
    Chicago, Illinois, Us
    "F3AR" (Summer 2011) January 2007 – June 2011 - (FPS, PC, Xbox360, & PS3)- Created subsystem for visual, physic, and interaction world phases for switching between multiple simultaneous level maps.- Weapon creation and prototyping, including original content in the released productDeveloped in-game player SlowMo ability."Fracture" (Fall 2008) June - December 2006 - (3rd Person Shooter, Xbox360, & PS3)- Created customizable ‘Usables’ system for object and world interactions, also used heavily in “F3AR”- Implemented camera transitioning for weapons and vehicles"Disappeared" (Canceled) February - June 2006 - (3rd Person Action, Xbox360 & PS3)- Designed and implemented physics based weapon targeting and camera control
  • High Voltage Software
    Gameplay Programmer
    High Voltage Software Jun 2004 - Jan 2006
    Hoffman Estates, Il, Us
    “Coppertone” (Canceled) February 2005 – January 2006 - (Adventure, PC, Xbox, & PS2)- Designed and implemented multiple mini-games and associated UI- Created in game quest journal and associated UI “Trauma” (Canceled) June 2004 – February 2005 - (3rd Person Action, Xbox & PS2)- Character motion and animation for Havok interactions- Setup production pipelines for object creation, prototyping, and physics optimization

Jon Renish Education Details

  • Digipen Institute Of Technology
    Digipen Institute Of Technology
    Real-Time Interactive Simulation
  • University Of Wisconsin-Parkside
    University Of Wisconsin-Parkside
    Computer Science

Frequently Asked Questions about Jon Renish

What company does Jon Renish work for?

Jon Renish works for Half Mermaid

What is Jon Renish's role at the current company?

Jon Renish's current role is Video Game Developer.

What schools did Jon Renish attend?

Jon Renish attended Digipen Institute Of Technology, University Of Wisconsin-Parkside.

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