Michael J. Dickheiser work email
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Michael J. Dickheiser personal email
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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.
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Senior Software EngineerUnchained Entertainment Nov 2018 - PresentWorking on Gameplay and Core systems for the powerful, custom MMORPG engine behind "Camelot Unchained". -
Principal Software EngineerPlayful Corp Dec 2015 - Nov 2018Mckinney, Tx, UsWorked 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. -
Senior Principal EngineerL3 Communications / Link Simulation And Training Oct 2010 - Dec 2015New York, Ny, UsWorked 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. -
Owner And Director Of TechnologyFractured Minds, Llc Oct 2010 - Jun 2015Fractured 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.
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Senior Computer Scientist / Lead ProgrammerApplied Research Associates Sep 2009 - Oct 2010Albuquerque, Nm, UsLead 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. -
Lead ProgrammerId Software Aug 2008 - Sep 2009UsLead 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. -
Director Of Gameplay TechnologiesDestineer Studios, Raleigh Nc Jul 2007 - Aug 2008Plymouth, Mn, UsDuties 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. -
Technical DirectorVirtual Heroes Jul 2006 - Jun 2007Responsible 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.
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Senior Computer ScientistApplied Research Associates Jul 2005 - Aug 2006Albuquerque, Nm, UsPrimarily 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. -
Software EngineerRed Storm Entertainment 2003 - 2005Cary, North Carolina, UsWorked 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. -
Software EngineerSinister Games 2002 - 2004Developed 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
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ProgrammerIrock Interactive 1999 - 2002Worked 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
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ProgrammerInteractive Magic 1996 - 1999* 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
Michael J. Dickheiser Skills
Michael J. Dickheiser Education Details
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North Carolina State UniversityComputer Science -
North Carolina State UniversityComputer Science
Frequently Asked Questions about Michael J. Dickheiser
What company does Michael J. Dickheiser work for?
Michael J. Dickheiser works for Unchained Entertainment
What is Michael J. Dickheiser's role at the current company?
Michael J. Dickheiser's current role is 3D Software Engineer.
What is Michael J. Dickheiser's email address?
Michael J. Dickheiser's email address is mi****@****ail.com
What schools did Michael J. Dickheiser attend?
Michael J. Dickheiser attended North Carolina State University, North Carolina State University.
What are some of Michael J. Dickheiser's interests?
Michael J. Dickheiser has interest in Family, Artificial Intelligence, Cognitive Science, Chess, Personal, Child Education And Development, Child Education And Development Personal, Anything Outdoors, Procedural Information And Processes, Piano.
What skills is Michael J. Dickheiser known for?
Michael J. Dickheiser has skills like Game Development, Video Games, Artificial Intelligence, Gameplay, Xbox 360, C++, Game Design, Scripting, Software Design, Programming, Game Programming, Software Engineering.
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