Luke Yen work email
- Valid
Luke Yen personal email
Luke Yen is a Staff Engineer at Zwift at Zwift. He possess expertise in game development, game design, mobile devices, c++, video games and 17 more skills. Colleagues describe him as "Luke is knowledgeable, willing to dig in to tough problems, and an absolute joy to work with. He has the utmost respect for the end product and customer, and I wouldn't hesitate to work with him again." and "I had the pleasure of managing Luke while I was at Popcap. I say pleasure because Luke is the ideal engineer: he is smart, dependable, hardworking, and very, very quick. He is one of the best gameplay developers I have ever seen and also one of the nicest people you could hope to meet. I look forward to playing some of Luke's future creations."
-
Staff Software EngineerZwift Mar 2022 - PresentLong Beach, California, United StatesDedicate efforts between R&D and Gameplay projects. Provide mentoring, 360° consultation, and support cross-team collaboration.- Served as technical lead on a major UI refactor effort of in-game workout selection menu and heads-up-display (HUD). Supported the integration of 3rd party UI technology (Noesis) and improved existing architectural pattern.- Researched and then led the implementation of the Climb Portal [https://zwiftinsider.com/climb-portal]. Besides directly involved in the feature implementation, also provided technical guidance for three other game engineers on the project. Collaborated closely with Zwift server team and supported the team's work that enables players joining from different game worlds the ability to see each other in the Climb Portal. - Researched and developed a semi-scriptable gamified AI system.- Researched and prototyped four unannounced game mechanics/features. -
Senior Engineering ManagerZwift Apr 2020 - Mar 2022Long Beach, California, United StatesManagerial support for 18 engineers and provided high-level technical contribution. - Provided high-level technical guidance and facilitated cross-teams discussion for major engineering efforts.- Bridged between game engineering team with cross functional teams, including both internal teams and external contractors.- Supported change management through company wide re-org, COVID, major process changes...etc.- Led the effort that reduced game application crash rate down from an average of 3% to below 1%.- Supported hiring and interviewing for multiple cross-functional teams. Grew the game engineering team from 11 to 18 engineers in a span of 18 months.- Provided advice and consultation from associate level engineers to VPs. -
Gameplay Engineering LeadZwift Mar 2019 - Apr 2020Long Beach, California, United StatesTechnical contribution as well as providing people management support for 11 engineers. -
Core Tech EngineerZwift Oct 2014 - Mar 2019Long Beach, California, United States- Improved terrain heightmaps and road/route system from single heightmap/road system to multiple heightmap/road system (made the first turn in Zwift!).- Added data-driven support for the instanced objects system that enabled Zwift Game Art team with faster world-building ability.- Researched and implemented a cycling power output (Critical Power Curve) calculator and recorder that tracks player performance ranging from seconds to hours.- Zwift Virtual Power [https://zwiftinsider.com/virtual-power/]. Collaborated with one of the Zwift cofounders on the research of cycling speed-to-power conversion. Verified the mathematical equation on 100+ cycling trainers. Conducted end-to-end implementation of the feature from system level to UI. This feature enabled Zwift customers to choose between a speed sensor (~40 USD) or a power meter (~400 USD).- Designed a data-driven accessories system that significantly reduced the lead time on in-game items creation. - Revamped the avatar customization feature both architecturally and aesthetically by leveraging the data-driven accessories system. Created Zwift in-game items store as part of the project as well. - iOS and tvOS porting of the Zwift game application.- Created a level editor built on Zwift's proprietary engine that enabled Zwift Game Art team the ability to create/alter/remove terrain, roads, and game entities without direct engineering support.- Researched, designed, and implemented a real-world GPS file to in-game road file conversion tool.- Supported the creation and improvement of multiple application build tools.- Prototyped a graph theory based data structure to improve in-game road, route, and navigation systems.- Provided technical support for Zwift Game Art team on multiple game world expansion efforts. -
Software Engineer IvDoubledown Interactive Oct 2012 - Oct 2014Seattle, Washington, United States- Led the effort in full-stack development of DDI guest account retrieval system.- Integrated iOS Game Center achievement into Double Down Gaming app.- One of the main contributors to the front-end implementation of multiple high grossing slot games. -
Ios Software Engineer IiPopcap Games Jun 2009 - Oct 2012Seattle, Washington, United States- Primary engineer on Bejeweled Blitz (one of the 25 top grossing applications in iOS App Store at the time).- Researched Facebook Connect and Graph API. In charge of the Graph API client-side migration from the REST API. Designed and implemented various Facebook-Connect functionalities.- Designed and implemented the In-App purchase system for Bejeweled Blitz Coin Store.- R&D with various smart phone development trends at the time such as Augmented Reality Gaming and Geo-Location Gaming.- Supported the porting of Plants vs Zombies (PvZ) onto the first generation iPad. -
Software EngineerPopcap Games Jul 2007 - Jun 2009Seattle, Washington, United States- Ported multiple PopCap franchises onto both J2ME and BREW mobile platforms, projects include: Chuzzle, Bookworm, Peggle, Bejeweled Twist, and Zuma’s Revenge. -
Programming InternCapcom Entertainment May 2006 - Sep 2006Westwood, California, United States- Implementation of an unannounced original Capcom Mobile title (J2ME).- Assisted in the mobile porting of various Capcom Mobile titles such as Street Fighter and Ghost’n Goblins.
-
Product Specialist/Marketing SpecialistTyc/Genera Corporation Jul 2001 - Aug 2003La Palma, California, United States- Conducted product management functions such as product development research, coordination with oversea manufacturers, and customer visit for product introduction.- Conducted marketing research: Competitor analysis, monthly sales forecast, and demographic analysis.- Supervised and ran trade booth at various industry trade shows.
Luke Yen Skills
Luke Yen Education Details
-
Real-Time Interactive Simulation; Computer Science -
Business Administration; Marketing
Frequently Asked Questions about Luke Yen
What company does Luke Yen work for?
Luke Yen works for Zwift
What is Luke Yen's role at the current company?
Luke Yen's current role is Staff Engineer at Zwift.
What is Luke Yen's email address?
Luke Yen's email address is lu****@****ift.com
What schools did Luke Yen attend?
Luke Yen attended Digipen Institute Of Technology, University Of California, Riverside.
What skills is Luke Yen known for?
Luke Yen has skills like Game Development, Game Design, Mobile Devices, C++, Video Games, Social Games, Programming, Mobile Games, Gameplay, Objective C, C, Java.
Who are Luke Yen's colleagues?
Luke Yen's colleagues are Kayla Taitt, Alexandra Bennett, James Bell, Chris Snook, Robert Hernandez, Tom Coles, James Bailey.
Not the Luke Yen you were looking for?
-
2bellsouth.net, neuron-usa.com
4 +131079XXXXX
-
5gmail.com, qualcomm.com, qualcomm.com, facebook.com, tenstorrent.com
-
3wsbonline.com, tcnb.com, tcnb.com
2 +141476XXXXX
Free Chrome Extension
Find emails, phones & company data instantly
Download 750 million emails and 100 million phone numbers
Access emails and phone numbers of over 750 million business users. Instantly download verified profiles using 20+ filters, including location, job title, company, function, and industry.
Start your free trial