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Software Architect specializing in client-side game software for C#/Unity3D. Proven experience with designing, coding, and team management. Target platforms include mobile, game consoles, and desktops. 25+ years game programming experience and Client Architect for several shipped projects. Areas of expertise include coding, architectural design, interdisciplinary communication, documentation, mentoring, and scheduling. Emphasis is on modular, well documented, reusable code, with robust supporting tool-sets. Familiar with all aspects of client code development including: art, 3D, animation, AI, UI, sound, physics, data management, and deployment just to name a few.When developing games, good interdisciplinary communication is critical. Being able to define and respond to Art, Design, and Business requirements is essential in creating a cohesive architecture for a product.
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Senior ArchitectMock Science Jul 2020 - PresentLead client programmer for an airbase simulator prototype.Currently contracted to Blizzard for work on Hearthstone. -
Self EmployedLance Grooms Feb 2019 - Jul 2020For the past year, I've done some travelling abroad while doing remote contract work. Now back in Austin, I'm working on development tools for the Unity Store as well as my own gaming project during the COVID-19 crisis.
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Senior ArchitectMitosis Games Feb 2017 - Jan 2019New York, Ny, UsResponsibilities: developed app framework, provided system designs, art and design tool sets, and implemented the bulk of match-3 play for a mobile game called Magic Meadows. Moved on to second projects, a Slots-based product with similar responsibilities. Product was cancelled due to lack of funding. -
Senior ArchitectRising Tide Games Feb 2015 - Jan 2017Provided programming services for a slot-based product call Black Diamond Casino. Studio was re-acquired by Zynga which subsequently absorbed the product and disbanded the original team. -
Senior Software EngineerZynga Nov 2010 - Jan 2015San Francisco, California, UsPrincipal client architect for a slots casino mobile framework used to create a half-dozen games, the most prominent of these is Wizard of Oz Slots and Willy Wonka Slots. This entailed using C++/Cocos2x and AS3/Flex for supporting tools.Other games (long since retired) include Epic Slots, Epic Bingo, Kingdoms, and Warstorm (a CCG). These were done using AS3/Flex for Facebook. -
Senior Software EngineerChallenge Games Jul 2009 - May 2010Worked on web and Facebook games. Acquired by Zynga in May 2010.Games included a multi--player web-based game called GridIron as well as a CCG game called Warstorm (which was re-done as a FB game for Zynga).
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Senior Software EngineerMock Science Feb 2008 - Jul 2009Performed work on a variety of titles prior to being acquired by Challenge games. Most notably, I was Lead on a physics-based building game called Tiki Towers for the Wii. -
Senior Software EngineerVarious Companies Oct 1999 - Feb 2008Greenwich, Ct, UsVarious jobs including:Bandspeed: Network management software. Remote team management in India.Edge Software: Data acquisition and fault detection for semiconductor iundustry,Multimedia Games: Developed a variety of slot games and other casino related products. -
Director Of TechnologyKinesoft Development Corporation May 1996 - Oct 1999Duties included coding, documentation, high-level architectural design, project needs analysis, vendor contacts, and interviewing. Three engines were created during this period. The first was a BSP-based render engine that used Quake-style .MAP files commonly employed by existing BSP-based editors at that time. The second was a height-field terrain engine with arbitrary 3D object placement. The third was a snap-together environmental block design used to create indoor room/corridor based environments. These last two engines involved developing custom editors and allowed model importation from Maya. -
Software ProgrammerOrigin Systems Games Jun 1993 - May 1996Worked in a variety of roles including programmer, lead graphic engine developer, and project lead. Projects include Bioforge, Armor, Ultima 8, and Crusader 2. Accomplishments include: skeletal figure articulation, motion capture system (hardware/software interface, data collection, & mathematics conversions using a magnetic based tracking system), combat system, monster A.I., puzzles design/implementation, and an 8-channel digital sound system. As project lead of Armor, led a team to implement a full 3D portal based engine featuring skeletally articulated figures, single-skin weighted-mesh models, real-time lighting and shadows, and advanced physics. While these are all commonplace now, they were quite innovative at the time as we had a working prototype months before Quake™ was released.
Lance Grooms Skills
Lance Grooms Education Details
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University Of Toledo, Toledo, OhioComputer Science And Engineering -
Luther College, Decorah, IowaComputer Science
Frequently Asked Questions about Lance Grooms
What company does Lance Grooms work for?
Lance Grooms works for Mock Science
What is Lance Grooms's role at the current company?
Lance Grooms's current role is Senior Architect.
What is Lance Grooms's email address?
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What is Lance Grooms's direct phone number?
Lance Grooms's direct phone number is +151273*****
What schools did Lance Grooms attend?
Lance Grooms attended University Of Toledo, Toledo, Ohio, Luther College, Decorah, Iowa.
What skills is Lance Grooms known for?
Lance Grooms has skills like Software Architecture, Unity3d, Game Programming, Software Development, Team Management, C#, C++, Development Tools, Object Oriented Programming.
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