Senior Software Engineer
CurrentWorking on Gameplay and Core systems for the powerful, custom MMORPG engine behind "Camelot Unchained".
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@citystateentertainment.com
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Michael J. Dickheiser is listed as 3D Software Engineer at Unchained Entertainment, based in Dallas-Fort Worth Metroplex, United States. AeroLeads shows a work email signal at citystateentertainment.com and a matched LinkedIn profile for Michael J. Dickheiser.
Michael J. Dickheiser previously worked as Senior Software Engineer at Unchained Entertainment and Principal Software Engineer at Playful Corp. Michael J. Dickheiser holds Master Of Science - Ms (Thesis Incomplete), Computer Science from North Carolina State University.
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AeroLeads found 1 current-domain work email signal for Michael J. Dickheiser. Compare company email patterns before reaching out.
3D Software Engineer with 27 years of experience in Computer Game and Defense Industries. I focus primarily on Artificial Intelligence, Animation, Vehicle Simulation, Physics and Collision/Raycast systems - and related content-creation tools - in service of gameplay, simulation, or training objectives.
Listed skills include Game Development, Video Games, Artificial Intelligence, Gameplay, and 45 others.
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Working on Gameplay and Core systems for the powerful, custom MMORPG engine behind "Camelot Unchained".
Mckinney, Tx, Us
Worked on Super Lucky's Tale (performance and memory optimizations, camera and controls)Formerly Lead Engineer on "Creativerse", a voxel-based open and persistent world building/exploring MMO.
New York, Ny, Us
Worked on a variety of software engineering problems for various flight simulators (F16, F18 among others). Primary focus was on the simulation of the virtual world: large-scale civilian AI systems (traffic, crowds), combat AI (convoys, squads, specialized individual units), component-based entity management, weather simulation, and ISECT (ray-casting) system. Ultimately was promoted to manage full suite of networked systems, including image generation (computer graphics), RADAR simulation, sensors, and physically-based environment generation.
Fractured Minds, LLC is composed of exceptional industry veterans coming together in their spare time to develop a variety of games on multiple platforms (UDK, Android, iPhone, Facebook).Sole engineer on "Zoolife" - a zoo building/simulation game on Facebook built from the ground up using JavaScript, Flex, ActionScript, PhP, and "BabyBlocks" for Android.
Albuquerque, Nm, Us
Lead Programmer with the Virtual Heroes group. Working on serious games / virtual training products using Unreal technology, with particular focus on first- and third-person player interactions with AI individuals and groups role-playing in combat and/or disaster response scenarios.
Us
Lead Programmer on Doom 4. Responsibilities included building the programming team; analysis, documentation, and planning for idTech5 modifications serving Doom; leading development of novel AI, gameplay systems, special effects, and player mechanics; working with John Carmack and team leadership to plan and execute the most ambitious installment in this landmark franchise.
Plymouth, Mn, Us
Duties centered on architecture of AI and other gameplay systems and directing the implementation efforts of engineering sub-teams for "Six Days in Fallujah". Instrumental in reworking entire AI system within a destructible combat environment.Led development of proprietary gameplay framework and scripting system serving multiple projects.Previously responsible for leading technical execution of government contracted R&D projects.
Responsible for leading technical execution of 13 Unreal 2.5 and 3.0 based R&D projects for a variety of government and private agencies/organizations spanning the military, medical, and space/science training realms. Selection of projects include:* Application of biometric hardware within virtual training sessions used pre-deployment by Army personnel serving in the Psychological Operations sector. * Numerous virtual training systems built on America's Army platform* MRI hardware integration in 3D game investigating utility of game-based cognitive task analysis influencing mental capabilities of drug addicts* Large-scale emergency response training in virtual environments* NASA-sponsored Mars exploration virtual learning game* Virtual training system for U.S. Army Personnel Recovery in hostile territory* Numerous other training simulations focused on weapons familiarization, military procedures, field medicine, etc.
Albuquerque, Nm, Us
Primarily worked on 3D engines for accredited military simulations and game-based training. Focus on camera, collision, simulated AI forces, and highly optimized raycasting engine. Also responsible for bringing in new government R&D contracts (DARPA, Armed Forces, etc.), writing proposals, and researching new internal development technologies, with particular focus on AI and cognitive science.
Cary, North Carolina, Us
Worked primarily on development of new helicopter physics and Vehicle AI systems for Ghost Recon 2, Ghost Recon Summit Strike, and Ghost Recon Advanced Warfighter (multiplayer). Additional work on vehicle physics, scripting, and network optimizations.
Developed entire AI system for GTA-like product called "Loose Cannon". Major features included:* Vehicle Bot AI for on- and offroad citywide chases and combat* Vehicle weapon control systems* Pedestrian Bot AI for on foot missions and combat, including a variety of weapon use strategies based on tactical context* Ambient AI system for simulating large populations in metropolitan environment
Worked on multiple systems serving 'Savage Skies' - a flying creature combat game. Major contributions:* AI Navigation system* Flying creature flight and control system* Initial general physics system* In-game world editing environment* Mission scripting and script support
* 2d terrain image and elevation data processing* Scenario authoring tool for flight simulations* AI systems* dynamic water simulation and interaction physicsPublished Titles: "iF-22", "iF-22 Persian Gulf", "if-18", "Warbirds", "Warbirds 2", "Air Warrior"Additional work on the glorious "Red Fury", a watercraft action game. Major contributions included:* Large scale water simulation including LOD system (along with Marcus Nordenstam of Exotic Matter, formerly with Industrial Light & Magic)* All AI systems (navigation, behavior, perception, combat)* Complete general physics system* Watercraft physics and player controls
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Michael J. Dickheiser works for Unchained Entertainment.
Michael J. Dickheiser is listed as 3D Software Engineer at Unchained Entertainment.
AeroLeads has found 1 work email signal at @citystateentertainment.com for Michael J. Dickheiser at Unchained Entertainment.
Michael J. Dickheiser is based in Dallas-Fort Worth Metroplex, United States while working with Unchained Entertainment.
Michael J. Dickheiser has worked for Unchained Entertainment, Playful Corp, L3 Communications / Link Simulation And Training, Fractured Minds, Llc, and Applied Research Associates.
You can use AeroLeads to view verified contact signals for Michael J. Dickheiser at Unchained Entertainment, including work email, phone, and LinkedIn data when available.
Michael J. Dickheiser holds Master Of Science - Ms (Thesis Incomplete), Computer Science from North Carolina State University.
Michael J. Dickheiser is listed with skills including Game Development, Video Games, Artificial Intelligence, Gameplay, Xbox 360, C++, Game Design, and Scripting.
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