Michael Dorgan Email and Phone Number
Michael Dorgan work email
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Michael Dorgan personal email
I am a 25+ year industry veteran with decades of both management and IC experience that specializes in performance coding on a variety of embedded style systems. I have shipped dozens and dozens of game titles over the years across many resource limited platforms where I have gained experience in every part of the software development process. This experience gives me a very wide area of knowledge to pull from when working both as the manager of Nintendo's Compiler team and the main CPU performance engineer for Nintendo and its many partners. I am equally comfortable optimizing a deep assembler routine within a kernel module as I am managing team complexities across multiple continents. My teaching experience at Digipen University proves I having no problems mentoring the newest engineer, while my management and IC experience allows me to efficiently communicate to executive management.I am proud to have shipped so many titles across platforms as limited as the 1Mhz 8k RAM B/W GameBoy all the way through the latest Nintendo handheld platform and its OS. On the management side, I have run many small to mid-size teams completing a plethora of shipped projects and have also taken the Nintendo compiler team through 6+ LLVM major version updates while maintaining day-to-day bug fixes, triage, and leading regular updates to all our developers. I was also responsible for the creation of a Nintendo Switch development program at Digipen University, working closely with the highest levels of the University staff and various VP level management with Nintendo to push this project through to completion for the benefit of both entities. For a partial, but extensive list of my game credits, please see: https://www.mobygames.com/developer/sheet/view/developerId,94419/
Nintendo Of America
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Nintendo Of AmericaLynnwood, Wa, Us -
Lead EngineerNintendo Of America Jan 2013 - PresentRedmond, Washington, UsWithin the NTD division of Nintendo of America, I manage the Nintendo Switch Compiler team and also handle all elevated performance enhancement requests both from within Nintendo and from 3rd Party developers. My role is to create and execute on my vision for the compiler team, directly assist the debugger team, Security team, profiler team, and various OS groups in performance and compiler related manners, while continuously delivering and updating our high quality suite of LLVM compiler tools. In addition I also handle all elevated Nintendo-wide CPU performance related items and am self-directed to implement code to improve CPU performance in any internal system as is practical.Previously within NTD, I have worked on the USB stack, the Network Stack, and the Power Management routines for the Nintendo Switch. Earlier, I worked within SDSG where I was responsible for supporting 3DS developers worldwide with all GPU and CPU issues with an emphasis on optimization, white paper research and creation, and the occasional DS and Wii U project oddity as it appeared. I also closely supported various localization efforts and helped support our code profiler's creation and improvement. -
Principal Adjunct LecturerDigipen Institute Of Technology Sep 2014 - PresentRedmond, Wa, UsI am currently creating and teaching a brand new curriculum based upon the Nintendo Switch. As this is very new hardware, I was able negotiate between many levels of management across both Nintendo and Digipen to bring this class into existence. In the past, because of my extensive experience on Nintendo titles and other game development experience, I had been asked to teach the CS388 (handheld development) and CS488 (console development) classes. In these classes, I help students use older Nintendo development hardware to create their own games on these systems. In addition, I am there to mentor and help them on topics within the gaming industry and other technical fields. I find this work very rewarding and enjoy seeing the students grow under my tutelage. -
Senior Software DeveloperHidden Path Entertainment Feb 2012 - Oct 2012Bellevue, Washington, UsDebugging/optimization work for CounterStrike:Global Offensive. Some prototyping work with Scaleform and Unreal Engine 3. Exploratory work for porting their engine to iOS. -
Senior Software DeveloperArenanet Sep 2011 - Feb 2012Bellevue, Wa, UsHandheld expertise on getting their interal engine to run on iOS/Mac. Some engine optimization and compression routine work for Guild Wars 2. Added XCode support to their C# project file creation tool and allowed future expansion to Makefile style projects. -
Senior And Lead/Principal Software DeveloperGriptonite Games Mar 1996 - Sep 2011Kirkland, Wa, UsSenior & Lead DeveloperAs a Senior Developer, my duties included:• Responsible for creating, deploying, and maintaining software across the entire studio and beyond• Low level engine creation, maintenance, and debugging across many platforms• Creation and optimization of CPU and GPU routines• Debugging just about any sort of code imaginable• Mentoring and teaching of other developers company wide• Still perform all duties as a Lead Developer as well.I was the studio’s principle developer for 3DS and DS. My final project was to create graphical lighting solutions, various texture mapping routines, conversion of animation routines to GLSL and 3DS graphical assembly language while continuing to optimizing our collision detection routines, scene culling, particle systems, and our render pipeline in preparation for iPhone/Unity work.Lead Developer I/II/IIII've completed 11 full game cycles as a lead developer: 4 on Gameboy (Z80 assembler), 4 on Gameboy Advanced (developed in C and Arm/Thumb assembler), and 3 on the DS and DSi (C++/Arm Assembler). I have also been credited on roughly 20 other studio projects for my strong trouble shooting, optimization, and problem solving skills. My job duties as a lead include: Completing my own programming tasks, training of Jr. Programmers, schedule creation, game design and documentation, continued education of programmers on my teams, client expectation management, while supporting other projects studio wide in debugging, profiling and space/size optimization. Due to my natural strengths in engine design, debugging, and optimization. Programmer / Production Assistant / Jr. Programmer / System AdministratorI’ve worked on various games with duties ranging from UI design, AI creation, complete mini-game creation, and many other sub-systems. I choose to specialize on handhelds with the Gameboy (color and original) platform, which was completely coded in Z80 assembly language.
Michael Dorgan Skills
Michael Dorgan Education Details
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Edmonds CollegeComputer Science
Frequently Asked Questions about Michael Dorgan
What company does Michael Dorgan work for?
Michael Dorgan works for Nintendo Of America
What is Michael Dorgan's role at the current company?
Michael Dorgan's current role is Lead Engineer - Compiler Team and Performance Specialist at Nintendo of America.
What is Michael Dorgan's email address?
Michael Dorgan's email address is mi****@****pen.edu
What schools did Michael Dorgan attend?
Michael Dorgan attended Edmonds College.
What are some of Michael Dorgan's interests?
Michael Dorgan has interest in Shaders, Ultimate Frisbee, Assembly Language, Coding, Socccer.
What skills is Michael Dorgan known for?
Michael Dorgan has skills like Xbox 360, Game Design, Game Development, Wii, Nintendo Ds, C, Debugging, Unreal Engine 3, Shaders, C#, C++, Handheld Devices.
Who are Michael Dorgan's colleagues?
Michael Dorgan's colleagues are Carmen Isabel Bonet Angulo, Antje Mckinley, Jonathan Paredes, Brian Reed, John Hill, Edgar Lovera, Yeman Huang.
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