Mark Davis Email & Phone Number
@bigfishgames.com
LinkedIn matched
Who is Mark Davis? Overview
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Mark Davis is listed as Principal Game Developer at Smonch, LLC, based in Everett, Washington, United States. AeroLeads shows a work email signal at bigfishgames.com and a matched LinkedIn profile for Mark Davis.
Mark Davis previously worked as Senior Game Developer at Argus Labs and Game Developer at Smonch, Llc. Mark Davis holds Aa, Information Technology - Programming from Bellevue College.
Email format at Smonch, LLC
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AeroLeads found 3 current-domain work email signals for Mark Davis. Compare company email patterns before reaching out.
About Mark Davis
I am a game developer with over 15 years of professional experience in software design. I prefer projects requiring creativity, problem solving, and the opportunity to learn. My expertise is in game development, but I love all types of programming. I'm always looking for a challenge.Current Tools:Unity (PC, PS5, XB1, XB1S, XB1X), Visual Studio (C#), Maya, Houdini, Blender, Substance 3D Designer, Substance 3D Painter, Photoshop, Illustrator, Premiere Pro, FL Studio, Perforce Helix, AzureProgramming:C#, Cg, HLSL, HLSL Compute Shaders, Houdini VEX, ActionScript 3, Haxe, Bash, DOS Batch, C/C++ (Gameboy Advance, Palm OS, Win32), HTML, Java, JavaScript, MSIL, x86 Assembly, Objective C (iOS), PHP, Python, SQL, TCL, VBScript/ASP, Visual BasicSDKs:AWS, Azure, Box2D, Cocos2D, DirectX (worked on DX7 team at Microsoft), OpenGL, Papertrail, Parse, Photon Chat, RakNet (Unity), Scaleform, SmartFoxServer, SDL, XDK, XNA, Win32 API
Listed skills include Subversion, Oop, Opengl, C#, and 32 others.
Mark Davis's current company
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Mark Davis work experience
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Senior Game Developer
I'm thrilled to be creating games with such an incredibly talented and passionate team!
Game Developer
I founded SMONCH, LLC, an indie startup, and initially released Horde Of Plenty, an action-packed twin-stick shooter in June 2020. Horde Of Plenty is available for Steam, XBox One, XBox 1S, and is officially XBox One X Enhanced. In addition to writing the entirety of the cross-platform code base, I gained valuable experience working within the full console development pipeline and ensuring that strict certification criteria were met and exceeded. I also improved my content creation skills while using an industry standard 3D content creation pipeline. My largest personal achievement was learning how to produce music that enhanced the experience. I used FL Studio and ultimately created 7 unique tracks for the game with a very positive response from players.Technology used: Unity, C#, HLSL (for surface shaders), XDK, Steam, Papertrail, Perforce Helix, Visual Studio, Maya, Houdini, Blender, Adobe Substance Painter, Photoshop, Illustrator, Premiere, FL Studio
Senior Software Engineer
I developed cross-platform game-adjacent tech for a new and exciting project at Unity. I implemented dynamic media asset management, analytics, and front-end UI. The project was ultimately cancelled due to budget constraints and remains unannounced.Technology Used: Unity, C#, JS, UGS (Analytics and more), UI Toolkit, package development (for UPM), VS, VS Code, Git, internal imaging & build tools.
Game Developer
I sold my Unity based voxel technology to Socialvilla (aka MyDream Interactive) and joined the existing MyDream team as the newest cofounder in 2012. I led development with a small team and produced a cutting-edge multiplayer sandbox with infinitely large organic worlds. I developed new voxel technology including fully dynamic, deformable, and persistent multi-material terrain with multiple levels of detail. The terrain featured complex biomes with mountains, caves, ravines, dunes, grasslands, and eventually forests to scale. I also developed an elastic cloud-based system to quickly spin up, host, and persist worlds. The final product used Unity's built-in networking running in a headless mode to host the worlds. We used EC2 to spin up world servers, and S3 to store edit history. Facebook’s Parse allowed us to easily sync other data, quickly test scenarios, and gain real-time insights. For an even greater level of detail, Papertrail provided insights into every system I developed. We were able to quickly trace issues across all systems using both real-time and historical data.Technology used: Unity, Visual Studio, Perforce Helix, JIRA, C#, Cg, HLSL, Compute Shaders, RackNet/Unity, SmartFoxServer, Amazon EC2, Amazon S3, Papertrail, Parse, Photon Chat
Game Developer
Developed Flash based games for Hollywood clients targeting web and mobile platforms using both the standard Flash scene graph and Starling via Stage3D.Technology used: Flash, Flash Builder, AS3, Cyclops Framework, Starling
Software Architect
Developed and shipped multiple Flash games for a client's MMO on a very tight schedule. Took ownership of the task, and working with a remote team, developed titles on time, and under budget, with more polish than required.Technology used: AS3, Cyclops Framework, CSS, HTML, PHP, SQL, Flash Builder 4, Flash Authoring Tool
Game Developer
Developed and shipped games as a part of Big Fish Game’s Online Community, Big Sea and Treasure Quest teams. Honored with Innovator of the Quarter award as the developer for the Online Community’s #1 real-time multi-player party-game hit, Big Fish Slots. Development for “Slots” included the use of Java for client and server code and Jython for performance testing. A single game supported 250 players and we had thousands of people playing concurrently. After “Slots”, focus switched to Flash and ActionScript 3. I developed several more games in AS3 using Flex/Flash Builder and Haxe. Haxe was used to squeeze the last bit of performance out of Flash using special memory optimizations in Flash Player 10 that are not available in AS3, allowing for special effects never seen before in Flash.Technology used: Java, Eclipse, Flash, AS3, Haxe, Python, Jython, CherryPy, Apache, Perforce, SVN, Hudson, Windows, Linux
Game Developer
Designed, developed and tested the popular Palm OS games: WordHack, TileHack, CardHack and JumpHack. The HackPack games were extremely successful. They were sold at handango.com and palmgear.com.Technology used: Palm SDK, GCC (C++ for Palm OS)
Software Development Engineer Test
Worked as a Volt contractor writing automation for the Virtual Earth team.Technology used: C#, Microsoft Operations Manager
Software Development Engineer
Worked as a COMSYS contractor, writing software for an object-oriented database.Technology used: Python, TCL, Windows, Solaris
Software Development Engineer Test
Contracting for Volt, developed software to assist the Microsoft Office team with prioritizing and elimination of redundant tests based on code coverage. Converted proprietary test scripts to a C# based framework.Technology used: C#, VBA, Office
Software Development Engineer
Created postprocessing and control software for a digital surveillance system using a video capture SDK.Technology used: C++, SDL, VB
Software Development Engineer Test
Working for Volt, designed, implemented and used testing tools for the Windows Media Server performance team.Technology used: C++, C#, VB, VBScript, ASP, SQL, HTML.
Software Development Engineer
Designed and implemented tools both for clients and for internal use. Also setup and maintained a FreeBSD FTP Server and taught an on-site Visual Basic programming course.Technology used: C++, VB, Visual Test, ASP (VBScript and JScript), HTML, SQL, Still Image API, DDE, COM/ATL, VB/DOS, FreeBSD
Software Development Engineer Test
Contracting for Volt, designed and implemented testing tools for gaming devices on Microsoft's Sidewinder hardware team.Technology used: C++, DirectInput
Software Development Engineer Test
Contracting for Volt, designed and implemented testing tools for Direct3D on Microsoft's DirectX for Visual Basic team. Was the only software developer in test working on Direct3D for the duration of the DX7VB project. Also created Direct3D and DirectDraw source code samples that shipped with the DirectX7 SDK.Received a perfect (5.0) evaluation after the first 6 months of work.Technology used: VB, Direct3D, DirectDraw, DirectX 7, C++
Game Tester / Sdet
Responsible for quality assurance testing of mainstream software including games, business applications and utilities. Also learned and worked with automation testing languages.Note: ST Labs was acquired by Data Dimensions in 1998.Technology used: Windows, Segue Silk, In-house tools
Ste + Sdet
Mark Davis education
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Bellevue College
Frequently asked questions about Mark Davis
Quick answers generated from the profile data available on this page.
What company does Mark Davis work for?
Mark Davis works for Smonch, LLC.
What is Mark Davis's role at Smonch, LLC?
Mark Davis is listed as Principal Game Developer at Smonch, LLC.
What is Mark Davis's email address?
AeroLeads has found 3 work email signals at @bigfishgames.com for Mark Davis at Smonch, LLC.
Where is Mark Davis based?
Mark Davis is based in Everett, Washington, United States while working with Smonch, LLC.
What companies has Mark Davis worked for?
Mark Davis has worked for Smonch, Llc, Argus Labs, Unity, Mydream Interactive, and Exponential Entertainment.
How can I contact Mark Davis?
You can use AeroLeads to view verified contact signals for Mark Davis at Smonch, LLC, including work email, phone, and LinkedIn data when available.
What schools did Mark Davis attend?
Mark Davis holds Aa, Information Technology - Programming from Bellevue College.
What skills is Mark Davis known for?
Mark Davis is listed with skills including Subversion, Oop, Opengl, C#, .Net, Actionscript, C++, and Python.
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