Joe Houston Email & Phone Number
@discordapp.com
7 phones found area 214
LinkedIn matched
Who is Joe Houston? Overview
A concise factual answer block for searchers comparing this professional profile.
Joe Houston is listed as Staff Software Engineer at Riot Games, based in Flagstaff, Arizona, United States. AeroLeads shows a work email signal at discordapp.com, phone signal with area code 214, and a matched LinkedIn profile for Joe Houston.
Joe Houston previously worked as Engineering Technical Lead at Discord and Senior Software Engineer at Discord. Joe Houston holds Ba, English from Uc Santa Barbara.
Email format at Riot Games
This section adds company-level context without repeating Joe Houston's masked contact details.
AeroLeads found 1 current-domain work email signal for Joe Houston. Compare company email patterns before reaching out.
About Joe Houston
18+ years of game engineering experience with multiple AAA, AA, indie, mobile, and web games shipped. Comfortable with multiplayer, single player, gameplay, AI, UI/UX, tools programming, and more.Looking for leadership roles, or as an IC on challenging projects.
Listed skills include Programming, Technical Writing, Creative Writing, Software Design, and 19 others.
Joe Houston's current company
Company context helps verify the profile and gives searchers a useful next step.
Joe Houston work experience
A career timeline built from the work history available for this profile.
Engineering Technical Lead
Collaborated remotely on technical design, strategy, and tasking for games on Discord's “Activities” platform, a feature I helped to create. Within 5 years I guided a small team to ship a dozen different games, prototypes, and projects. Mentoring and encouraging engineers to later lead their own initiatives was vital to this strategy, as was writing reusable code and being willing to pitch in at any level at a moment's notice.To achieve these goals I tested and researched different engines and technologies, spending extensive time optimizing Unity at the library and bytecode level for WebGL. This work culminated in the release of 6 Unity based games for mobile and desktop devices, with best in class loading performance for the engine and the platform. Also wrote high performance multiplayer code for Unreal Engine prototypes, including networked physics objects, for native platforms outside of Discord.Worked as the lead gameplay engineer or occasionally “product owner” (provides design and project leadership) on some of our released games. However, I was pleased to contribute and advise on other projects where more junior engineers were given their own chance to lead.Games Completed at Discord: * Bobble Bash (WebGL) – Engineering Lead * Bobble League (WebGL) – Engineering * Blazing 8s (WebGL) – Engineering Lead * Checkers in the Park (WebGL) – Engineering * Chess in the Park (WebGL) – Product Owner, Engineering Lead * Poker Night (WebGL) – Engineering
Senior Software Engineer
Was the first remote member of a team exploring running games inside Discord. Used prototypes to help guide the platform team toward the requirements and design language that would make games in the app successful, frequently bootstrapping features like were not yet ready to be natively supported by the platform.This work, particularly an early version of the game that would later be released as “Poker Night,” led directly to the release of Discord's “Activities” feature, used globally by millions of players and now open to all developers.
Senior Software Engineer
Created engine, tools, and gameplay code for acclaimed remakes and remasters of classic games, plus co-development on “Titanfall,” a release title for the Azure Compute platform. Had the unique opportunity to help Bluepoint's own internal engine and tool set grow (shared between projects), while also working within the original, legacy engines of some of the best known games in the industry.Created Bluepoint Engine's original UI system, first used in “Shadow of the Colossus,” and converted Bluepoint's legacy font system to use signed distance fields. Wrote many general purposes tools, including an automation system that would go on to power farms of PS4's running nightly tasks, doing everything from cinematic rendering to lighting generation. Also worked closely with QA and the rest of the team to create a bug generation tool that allowed bug reports to be gathered automatically from in-game data and published directly to Jira.Besides my engine and tools work I was one of the go-to members of the team for gameplay enhancements to classic games. Whether that meant adding a new difficulty level to “Uncharted” or modernizing the control scheme in “Shadow of the Colossus.”Credits at Bluepoint Games * Demon's Souls (PS5), November 2020 – Engineering * Shadow of the Colossus (PS4), February 2018 – Engineering * Uncharted: The Nathan Drake Collection (PS4), October 2015 – Engineering * Titanfall (X360), April 2014 – Engineering
Contract Programmer
Created the UI system for the retro gaming console the Polymega. The UI showcases fast, near seamless streaming and handling of a retro games database containing thousands of entries.http://polymega.com/
Founder And Owner
An independent game company formed to "make games for nerds".Worked on "Unwritten Passage", a randomly generated strategy game for PC. The game is currently on hiatus due to personal issues.
Senior Software Engineer
As a founding member of the Dishonored team I worked on gameplay systems, tools, and engine modifications within the Unreal Engine. Created many player systems for the game, including movement, control, inventory, melee combat, procedural camera movement, and more. Iterating on these systems was the heart of the fun finding process for the game, and my work was key to Dishonored's signature feel.Also created custom development tools within Unreal, such as the NPC conversation system. This system had accompanying tools that followed the dialog process from writing to scripting, implementation, voice recording, localization, and patches and updates. It was used successfully to create a AAA level of production quality with hundreds of barks and conversations, and dynamic branching/contextual dialog.Credits at Arkane Studios * Dishonored DLC "The Knife of Dunwall" (X360, PS3, PC), April 2013 – Senior Software Engineer * Dishonored (X360, PS3, PC), October 2012 – Senior Software Engineer
Founder And Owner
A company devoted to making iPhone games I maintained in my spare time. A change in my employment contract required that I stop tinkering with it.Credits at Panda Mittens SoftwareGravity Shmavity, March 2009Platforms: iPhone/iPod-TouchDesign, Programming, Art, Sound Effects
Gameplay Programmer
Worked at the Austin studio on "The Old Republic", a Star Wars licensed MMO. While there I re-factored and improved client side movement and other gameplay systems.
Senior Software Engineer
Worked on tools, game systems, and engine modifications using Unreal for an original IP. Work on this project was terminated when Midway went through bankruptcy and shuttered Midway Austin. Began a methodology of tools orientated iteration and development that would continue at Arkane and beyond.
Lead Programmer/Designer
Worked as lead programmer on a few franchises, some of which saw the axe before release. In a unique opportunity, I also worked as both lead programmer and designer on an unreleased, original XBLA game.Credits at Sensory Sweep * Unannounced [Canceled] (Xbox Live Arcade) - Lead Programmer, Lead Designer * Tales of Desperaux (PC, Wii, PS2, X360) - Tools/Engine Programmer * Major League Eating (Wii Ware) - Tools/Engine Programmer * Alvin and the Chipmunks (PC, Wii, PS2) - Tools/Engine Programmer * Dirty Harry [Canceled] (PS2, Wii, PC) - Lead Programmer * Da Vinci Code [Canceled] (PSP) - Lead Programmer * Puzzle World (PSP) - Additional Programming * Need For Speed Most Wanted (DS) - Programmer
Joe Houston education
Ba, English
As, Computer Science
Frequently asked questions about Joe Houston
Quick answers generated from the profile data available on this page.
What company does Joe Houston work for?
Joe Houston works for Riot Games.
What is Joe Houston's role at Riot Games?
Joe Houston is listed as Staff Software Engineer at Riot Games.
What is Joe Houston's email address?
AeroLeads has found 1 work email signal at @discordapp.com for Joe Houston at Riot Games.
What is Joe Houston's phone number?
AeroLeads has found 7 phone signal(s) with area code 214 for Joe Houston at Riot Games.
Where is Joe Houston based?
Joe Houston is based in Flagstaff, Arizona, United States while working with Riot Games.
What companies has Joe Houston worked for?
Joe Houston has worked for Riot Games, Discord, Bluepoint Games, Playmaji, Inc., and Roxlou Games.
How can I contact Joe Houston?
You can use AeroLeads to view verified contact signals for Joe Houston at Riot Games, including work email, phone, and LinkedIn data when available.
What schools did Joe Houston attend?
Joe Houston holds Ba, English from Uc Santa Barbara.
What skills is Joe Houston known for?
Joe Houston is listed with skills including Programming, Technical Writing, Creative Writing, Software Design, Game Development, Game Design, Video Games, and Game Programming.
Search by job title, company, industry, location, and seniority. Export verified B2B contact data when you need it.
Start free trial