Senior Client Engineer
CurrentEvangelizing new technologies and tools for developing novel live dealer gaming applications. Technologies include Unity, Cocos, PlayCanvas, BabylonJS, PixiJS, React, and Node.
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@sands.com
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Kevin Winegardner is listed as Senior Client Engineer at Sands at Las Vegas Sands Corp., based in Austin, Texas Metropolitan Area, United States. AeroLeads shows a work email signal at sands.com, phone signal with area code 855, and a matched LinkedIn profile for Kevin Winegardner.
Kevin Winegardner previously worked as Senior Client Engineer at Las Vegas Sands Corp. and Senior Software Engineer at Circadence. Kevin Winegardner holds Bachelor'S Degree, Computer Engineering from Purdue University.
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Kevin Winegardner is a Senior Client Engineer at Sands at Las Vegas Sands Corp.. He possess expertise in game design, c#, game development, casino gaming, software development and 22 more skills. Colleagues describe him as "I worked with Kevin in the Zynga Poker studio. He had a strong work ethic, a desire to see things done the right way m, and was always looking for ways to improve our day-to-day workflow issues. I wish him the best!" and "Kevin is a very strong and well rounded Engineer. He has extensive knowledge & experience around the field of game development, highly skilled in Unity, has solid computer science fundamentals - and is a team player."
Listed skills include Game Design, C#, Game Development, Casino Gaming, and 23 others.
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Las Vegas, Nevada, Us
Evangelizing new technologies and tools for developing novel live dealer gaming applications. Technologies include Unity, Cocos, PlayCanvas, BabylonJS, PixiJS, React, and Node.
Boulder, Co, Us
We are developing innovative products that will make a profoundly positive difference in the cybersecurity education space. I am a full stack software engineer working in Unity/C# for the mobile/web application and MS Azure services for the backend. We've also integrated Playfab, and Photon services into our projects as well. I was solely responsible for the creation of the multiplayer system/integration, the single player AI implementation, and the core logical gameplay system. I've also created several UI systems and designer tools including a screen flow management system that uses a node editor to create the UI of our product and various tools for converting design documentation into live game assets.
Contract work for hire working with various technologies from AWS, C++, Java, C# and Unity 3D
Austin, Texas, Us
Booted up a new initiative at Phunware to develop and operate a game, in house. Dubbed PhunLabs, I am the sole developer creating a continuous match-3 game with novel battle mechanics.I also lead the development of advertising SDK features as well as designed and developed the Unity plugins for Phunware's Advertising, Analytics, and Engagement SDK's. I also oversaw the development of Phunware's Cocos2D-X Advertising SDK plugin.
San Francisco, California, Us
Zynga engineers in the Poker Studio are expected to be full stack engineers who can contribute to all the technical details related to developing and operating a multi-platform poker game. We design, implement and maintain the game logic software running on the Smartfox servers in Java. We design, implement and maintain the web server backend in PHP. And, we design, implement and maintain the client software which runs on (iOS, Android & Windows) mobile platforms as well as web. All clients can support 2 main social networks - they are Facebook and Secure Guest (Zynga Poker). The mobile platform clients are implemented in Unity/C#, and the web client is implemented in Flash/AS3. A large project that I have contributed to considerably is the design and implementation of a new heartbeat system, which is client-driven. This new heartbeat system could be tuned with daily hotfixes, offers a high level of taxonomy/performance data, is more reliable, and can nearly instantaneously detect and report on losses of connectivity between any client (regardless of client platform) and the Smartfox servers.
Kirkland, Wa, Us
Pioneered Signal and Krome Studios' Las Vegas, Nevada presence - developing slot machines for IGT on IGT's Ascent platform, which was built on Unity 3.5 and using C#. Ascent is a comprehensive and advanced casino game platform that, at the time, had been in development for over 2 years. "Game of the Gods" and "Treasure Quest" were among the first few game titles completed and/or approved on this platform. These games were developed for IGT’s latest Multi-Layered-Display cabinets. I was the sole engineer on the casino projects contracted to Signal Studios.
Las Vegas, Nv, Us
Developed logic for game architecture, mechanics, animations and UI for several types of games for PC, mobile and embedded platforms.Projects (most recent first):Online Casino and Slot Machine Games involving C#, Unity, Scaleform, ActionScript and Flash for mobile and web. For this project, I developed game logic, a comprehensive math engine, math design, UI, and a rapid development architecture as well as system and game design.HTML 5 development for EA. All project requirements listed below for the iOS development for EA were replicated in JavaScript and HTML 5. Except for the HTML 5 solution, JetSet architected the solution from the ground up, including development of a UI design tool using ImpactJS's Weltmeister editor.iOS development for EA. Ongoing projects for EA involving C++ software running on iOS devices as well as game modifications to several EA Sports titles to support project development. Game code modifications were in C++, ActionScript, Flash and EA's internal UI pipeline tools.Highborn for PC, Steam - JetSet's popular turn based strategy game on iOS redeveloped in Unity/C# for the PC platform available through Steam.For this project, I contributed in areas across the whole of the project. From event control architecture, to AI pathfinding and goal evaluations, to mechanics, to UI software and construction; I touched just about every area of the project.Slot Machine Game for Aristocrat using their GDK, which uses C++, OpenGL and After Effects. This project was to be a port/update of one of Aristocrat's popular games to their latest architecture along with a face lift and math tweaks. It only got started and was cancelled. I got the project stood up and demonstrated in that time.Sim Ocean 2 - a mobile game for iOS developed in Unity using C# and NGUI UI system.For this project, my focus was developing several UI's and accompanying software for the game as well as math, animation and control logic for a wheel spin feature.
North Ryde, Nsw, Au
Software development of game titles.May, 2011 – June 2012 D&D Games – Studio 11:Studio 11 pioneered 3rd party game development for Aristocrat (ATI). We contracted external development partners to build our games, and we saw them through submission. I designed the processes we followed in dealing with our partners and maintained the tools we used. I was the team's principle authority on Gen7x, Mercury, the GDK and much of ATI's legacy software.March, 2009 – May 2011 D&D Games – Studio 54:I contributed to all aspects of development of our products. I produced design concept work and aided in the creative development of all of our games. I developed the software for the games and saw them through their regulatory approvals – all of which were approved on their first formal submission to GLI, NGCB and AGCO. Aided development of a new platform, dubbed Gen7x, on which, I developed several top performing games which lead ATI's recurring revenue sector. I developed a new C++ gameplatform. Aided in the design of a new cabinet and hardware platform, which included a new video card, higher resolution displays a new LCD button deck, and the Mercury API’s. I played the lead role in the production of our games. I shipped several successful titles, including Rocking Olives, Monster Boogie, Tarzan and Tarzan 2; all of which are amongst the finest products ATI ever created.January, 2004 – March 2009 R&D Games:Developed games for the MK6 and MK7 (Gen7) platforms. Primarily our teams focused on porting games from the Australian markets to US markets. Developed automated math verification software and a process to verify game mathematics. Shipped many successful titles, including Jeff Foxworthy’s Redneck Rumble, Pompeii, Whales of Cash, Let-Em-Roll, Treasure Chess, Five Dragons and Fifty Lions. Implemented the first solution for 50 Line games in US markets and led the development for ATI’s emerging markets, including all South American and Canadian markets.
Work Description: Game programming for the top layer of our software platform (codenamed “Dallas”); project organization and preparation for submission to our Gaming Control Compliance department.New Development:All games for a new SG2300 platform, which included 6 Sigma Game titles released in 2 personalities and 8 Atronic games released across 2 personalities. Sigma: Treasure Tunnel, Smokin’ 7’s, Sun, Moon & Stars, Wild Patriot, Tropic Wins, Dream Catcher, Double Jackpots Atronic: Sphinx, Atlantica, Mystery Mask, Freedom Ride, Reel Rider, Jackpot Machine, Treasure Hunter, Line DancerFor this project, I aided in the implementation of the new game engine. Also, with input from Senior Engineers, I single-handedly implemented new scripting technology, which had never before been done at the game level by Sigma Game.Port to Dallas platform of all Treasure Tunnel series games, which included 5 game titles released in 5 personalities. For this project, I completely rewrote the graphics and game control. New technology I implemented included more efficient techniques for window management, transparent windows, translucent windows, and the tunnel driver.Post-Development: I have worked on many sales-driven projects, which have tasked me to implement new features and support to every Dallas platform game title released prior to 2003. Titles included, Life 1, Big Top Circus, Easy Riches, Full of Sheep, Throw the Dough, Where’s Henry?, and Fortunes For All
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Benson Xu
Colleague at Las Vegas Sands Corp.Las Vegas, Nevada, United States
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Trisha A.
Colleague at Las Vegas Sands Corp.Las Vegas Metropolitan Area, United States
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Christian Tuchez
Colleague at Las Vegas Sands Corp.Orlando, Florida, United States
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Georgina Moreno
Colleague at Las Vegas Sands Corp.Las Vegas, Nevada, United States
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Bruce Cunningham
Colleague at Las Vegas Sands Corp.Las Vegas, Nevada, United States
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Michael Pico Jr.
Colleague at Las Vegas Sands Corp.Las Vegas, Nevada, United States
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Pamela Fisher
Colleague at Las Vegas Sands Corp.Los Angeles Metropolitan Area, United States
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Jose Trevizo
Colleague at Las Vegas Sands Corp.Las Vegas, Nevada, United States
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Randall Graham
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Harrison Rodis
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Quick answers generated from the profile data available on this page.
Kevin Winegardner works for Las Vegas Sands Corp..
Kevin Winegardner is listed as Senior Client Engineer at Sands at Las Vegas Sands Corp..
AeroLeads has found 1 work email signal at @sands.com for Kevin Winegardner at Las Vegas Sands Corp..
AeroLeads has found 1 phone signal(s) with area code 855 for Kevin Winegardner at Las Vegas Sands Corp..
Kevin Winegardner is based in Austin, Texas Metropolitan Area, United States while working with Las Vegas Sands Corp..
Kevin Winegardner has worked for Las Vegas Sands Corp., Circadence, Independent, Phunware, Inc., and Zynga.
Kevin Winegardner's colleagues at Las Vegas Sands Corp. include Benson Xu, Trisha A., Christian Tuchez, Georgina Moreno, and Bruce Cunningham.
You can use AeroLeads to view verified contact signals for Kevin Winegardner at Las Vegas Sands Corp., including work email, phone, and LinkedIn data when available.
Kevin Winegardner holds Bachelor'S Degree, Computer Engineering from Purdue University.
Kevin Winegardner is listed with skills including Game Design, C#, Game Development, Casino Gaming, Software Development, C++, C/C++ Stl, and Visual Studio.
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