Ken Noland work email
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Ken Noland personal email
With a distinguished career in software development and a deep passion for gaming, I've dedicated over two decades to mastering the intricacies of operations, engineering, leadership, and communication within the games industry. My journey has been characterized by a relentless pursuit of excellence, innovation, and the development of scalable software solutions. My foundational experience in building and optimizing systems across a variety of platforms has enabled me to contribute significantly to user experience, crafting engaging digital experiences that resonate with users worldwide.My leadership philosophy is deeply rooted in the belief that effective communication and a collaborative team environment are key to unlocking the full potential of any video game project. I excel in mentoring diverse teams, guiding them through complex challenges, and fostering a culture of continuous improvement. By focusing on strategic problem-solving and operational efficiency, I aim to drive projects forward, delivering high-quality outcomes that align with overarching goals. My approach to technology is not just about solving immediate problems but about anticipating future challenges and opportunities, ensuring sustainable success in the fast evolving digital landscape.
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Founder CtoAi GuysLutzhorn, Sh, De -
Founder Co-Ceo/CtoAi Guys Jul 2024 - PresentLondon, GbAI Guys is a brand new Co-Dev studio specialising in helping other games companies develop their AI, be it generative AI like human readable tailored NPCs which respond to player actions or help with classic AI like NPC behavior, cheating toxicity, testing harnesses, procedural generation, pathfinding, player modeling and analytics to human level AI-Bots.. We’ve pretty much done it all over the years. With Rik Alexander as Chair, Ken Noland and Dan Parkes as joint CEO/CTO and a host of other highly experienced team members, AI Guys know Games AI. So if you have a problem you need some help with, come talk to us, we’re an open and friendly bunch of real people (we’re not augmented in any way.. yet!) who just happen to know a lot about Games AI and we’re learning more by the day. We also have an R&D team focusing on ethical generative AI for games, which we’ll release more information about once we’ve managed to capture our rogue friend, put him back into the box and install the “do not destroy humans” collar. (sorry, we forgot the first time, too excited… Won’t happen again, promise!) -
Founder - CtoFundamental Games Feb 2013 - PresentLondon, London, GbI am one of four founding members of Fundamental Games - a small company with some very big dreams! -
Technical DirectorThe Multiplayer Group (Mpg) Dec 2019 - Feb 2023Nottingham, England, GbThe Multiplayer Group is a co-dev studio that is dedicated to delivering the best developers to support the development of large AAA games. During my time there, I managed several “client projects” such as Grounded(Obsidian Entertainment), Sea of Thieves(Rare), and oversaw several smaller projects such as managing the R&D department and spearheading the Academy initiative. I learned how to manage, mentor and inspire a diverse team of experienced engineers under constantly changing conditions. -
Senior Software EngineerBae Systems Applied Intelligence Sep 2015 - Apr 2016Guildford, Surrey, GbAt BAE Systems, I worked with a large team of developers to build, deploy and monitor a big data solution to detect and analyse advanced persistent threats. My background in video game development was critical to understanding how to profile, optimize and develop further services using big data solutions(Hadoop, Spark, etc.) and architect further services to transform the product into a SaaS solution. I reached out across the larger organization to bring different divisions together to build software services that worked across many different product portfolios. -
Lead Network EngineerSupermassive Games Ltd May 2014 - Sep 2015Guildford, Surrey, GbAt Supermassive Games, I was in charge of development of a large scale server solution for a mobile title. -
ProgrammerThe Creative Assembly Sep 2013 - Mar 2014Horsham, West Sussex, GbI was brought in to Creative Assembly to assist in the development of massively scalable client-server technologies using Erlang for most of the server work and C++ for the client work. -
Senior Online Services EngineerLionhead Studios 2013 - Sep 2013Guildford,, Surrey,, GbAt Lionhead I led the Online Features development team. I was responsible for both managing the team and implementing the large scale systems for Windows Azure cloud based services. -
Field EngineerUnity Technologies Apr 2012 - Dec 2012San Francisco, UsWhile at Unity I developed a custom port of their client to an unsupported platform, then as the project matured, I worked with various outsourcing companies to ensure the final delivery of that project. I also worked very closely with hardware manufacturers and other clients to inform them of product updates and ensure that we were delivering a product that would meet all their demands. -
ContractorSoshigames Jan 2012 - Apr 2012Birmingham, West Midlands, GbWhile at Soshi Games, I led a small group of developers to build and launch a massively scalable facebook flash game. -
Principal ProgrammerCodemasters Oct 2010 - Apr 2012Southam, Warwickshire, GbWhile working at Codemasters I was in charge of the networking solution across multiple target platforms and several different game types (Racing, First Person Shooter, and Mobile). My primary responsibility was to ensure that the Central Technology group was implementing and integrating new technologies to be used by independent game teams within Codemasters, On top of that, I consulted with the game teams on design and implementation of networking solutions. Towards the end of development of Bodycount, I was in charge the networking team, which included eight network programmers. -
Senior Audio/Video ProgrammerSony Computer Entertainment Europe May 2009 - Oct 2010While working for Sony I authored a completely new audio system for their PlayStation Home video game service. I was also in charge of video content which required even more memory and resources than any other subsystem and I had to find creative solutions to reduce the memory footprint. Working on Home presented many unique challenges such as retaining backwards compatibility while expanding the current feature set, reducing memory and increasing performance while balancing the time necessary to implement all of this with the fixed release schedule.
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Senior ProgrammerAmaze Entertainment Oct 2008 - Mar 2009At Amaze Entertainment I was responsible for implementing their network system for the PS3, Xbox 360, Wii, and PC platform. I implemented a generic system that worked across all consoles and utilized the PlayStation Network, as well as the QNet for Xbox 360 and created a custom server for the Wii network to enable cross platform compatibility. I also implemented their PS3 movie player and worked with their FMOD integration into their source. -
Network ProgrammerBlimey! Games Apr 2008 - Sep 2008While I was at Blimey! I worked on their networking team to develop solutions for low level UDP services including network throttling and handling NAT through routers and firewalls. I also worked with the PlayStation Network to develop their voice/video chat interface and the friends list functions such as adding/removing/ignoring a friend, inviting a friend to a race, and all the community functions as well. -
ProgrammerWhatif Productions Apr 2004 - Apr 2008UsWhile at Whatif, I developed the sound and networking subsystems for the PC version of their platform. I also assisted in the development of the core engine and dealt with many data and memory system enhancements, along with tools for the artists. I also developed the mobile platform(cell phone) using the Qualcomm Brew SDK and the ARM compiler which involved writing all subsystems completely from scratch(graphics, networking, sound, memory, input, ect...). I also learned more about signal analysis, compression technologies, architectural differences between embedded systems and so forth.
Ken Noland Skills
Ken Noland Education Details
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Olympic CollegeMath
Frequently Asked Questions about Ken Noland
What company does Ken Noland work for?
Ken Noland works for Ai Guys
What is Ken Noland's role at the current company?
Ken Noland's current role is Founder CTO.
What is Ken Noland's email address?
Ken Noland's email address is ke****@****y3d.com
What schools did Ken Noland attend?
Ken Noland attended Olympic College.
What skills is Ken Noland known for?
Ken Noland has skills like Ps3, Video Games, Xbox 360, Game Development, Game Programming, Development Tools, Unity3d, Console, Wii, Gameplay Programming, Computer Games, Cross Platform Development.
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