Juniper Baker Email & Phone Number
Who is Juniper Baker? Overview
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Juniper Baker is listed as Gameplay Programmer based in Atlanta, Georgia, United States. AeroLeads shows a matched LinkedIn profile for Juniper Baker.
Juniper Baker previously worked as Gameplay Programmer at Hi-Rez Studios and Gameplay Programmer at Hi-Rez Studios. Juniper Baker holds Master Of Science - Ms, Games And Playable Media from University Of California, Santa Cruz.
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About Juniper Baker
Computer engineer versed in both gameplay and UI programming with a passion for creating great games with a great team. I love the collaborative process and providing help to the people around me whenever I have knowledge I can share. I want to keep learning and growing so I can be a part of making incredible player experiences.
Juniper Baker work experience
A career timeline built from the work history available for this profile.
Gameplay Programmer
Paladins • Built functionality for many new power-ups, passives, and active character abilities • Provided support to gameplay designers when they wanted to experiment with new ideas • Collaborated with gameplay design to create the game’s first core PvE game mode • Reworked characters’ abilities and mechanics to change their identity and refresh their gameplay • Added new functionality to the in-game item store, allowing UI and design to revamp the systemDivine Knockout • Added daily and weekly quests to the game, along with a UI panel showing quest progress • Fixed issues in offline game modes where UI and character behavior was only built to be online • Changed the behavior of stage hazards based on new design intentRealm Royale Reforged • Created and document a modular game mode system all of the mechanics it could manipulate, including the safe zone’s size and position, loot variety and rarity, and what items could be forged • Added functionality for the player wearing, dropping, forging, and upgrading armor • Reworked ability pickup logic to let players choose which equip slot they want the ability to go in • Changed respawn logic so players re-enter the game skydiving to the ground as chickens • Created SQL scripts to adjust every player’s xp to a new level curve
Ui Programmer
Rogue Company • Set up unique UI needed for new characters and new game modes like adding on-screen markers and timers to the HUD, set up triggers for in-game messages, changed the behavior of progress bars • Created the equip screens for player identity items like avatars and banners and added gamepad navigation to those menus • Standardized damage numbers so they always choose a base animation, a flourish animation, and a modifier, each based on what type of damage is being dealt • Tracked down a rounding error in the game timer system that made a large number of timers appear to end over a second too early on clients
Associate Gameplay Programmer
Paladins • Created bot behavior trees for a new wave-based game mode • Separated behavior roaming bots and attacking bots • Changed the new game mode from running on timers to spawning a set number of bot waves • Updated UI scenes to hold item info in a way that’s more compatible with the game’s databaseRealm Royale • Created a modular game mode system that allows elements of a match to work differently, including the safe zone’s size and position, loot variety and rarity, and what items can be forged • Added a third category of activated ability and reworked the UI to incorporate it into the HUD • Solved memory related bugs on Switch by forcing garbage collection between loading items • Cleaned up issues around catapults like server-client discrepancies, unique weapons, and player movement state bugs • Put chicken combat in the game
Gameplay Programmer
• Worked in a small studio with Unreal and Blueprints to help make a competitive, online-multiplayer tower rush game in VR for the Oculus Rift• Rewrote the queueing and matchmaking system to prevent players from getting locked out• Created a tournament event that runs once a week, allowing players to have a scheduled time to join in pvp with each other and compete for a spot on a new, event-specific leaderboard• Created an in-game spectator mode that allows players to find ongoing games, enter the level with the other players, and watch from the sidelines• Hooked up character animations and added event triggers at appropriate times• Interfaced with an SQL database through PHP to manage player profile info and matchmaking• Led playtests and used feedback to improve the UX and used spreadsheets to tune the unit stats in the game
Research Intern And Programmer
• Worked under my professor and with several grad students to make a multi-platform project in Unity3D using C# scripting that models the human genome and allows the user to freely explore and examine it• Helped design and build the UI for loading specific ranges of a chromosome at one of three levels of detail• Adjusted the mesh generation code to create curves along the genome structure instead of straight lines
Colleagues at this company
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Joel Carroll
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Woodstock, Georgia, United States
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Anthony Body
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Salma Kazmi
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Chris Marshall
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Laura Erbert
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Matthew Zaneski
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Juniper Baker education
Master Of Science - Ms, Games And Playable Media
Bachelor Of Science - Bs, Computer Science
Frequently asked questions about Juniper Baker
Quick answers generated from the profile data available on this page.
What is Juniper Baker's role at their current company?
Juniper Baker is listed as Gameplay Programmer.
Where is Juniper Baker based?
Juniper Baker is based in Atlanta, Georgia, United States.
What companies has Juniper Baker worked for?
Juniper Baker has worked for Hi-Rez Studios, Narvalous Inc., and University Of South Carolina.
How can I contact Juniper Baker?
You can use AeroLeads to view verified contact signals for Juniper Baker, including work email, phone, and LinkedIn data when available.
What schools did Juniper Baker attend?
Juniper Baker holds Master Of Science - Ms, Games And Playable Media from University Of California, Santa Cruz.
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