Mike Bowman work email
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30 year Game Industry Veteran. I help companies ship games.Visit us at flippyfox.com
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Founder And CeoFlippy Fox Studios May 2013 - PresentAliso Viejo, Ca, UsAAA Game Development: www.flippyfox.comProjects:Dirt Rally - (XBoxOne/PS4)Warhammer 40K: Eternal Crusade - (PC)Puzzle Game - (Ziosk)Trivia Game - (Ziosk)Senior Engineer - Real-Money Gambling Slot Games (Web/mobile) - HTML5, ImpactJS, Javascript, PHP. See www.nuevogames.comOptimization Engineer - Tron Run/r (PC/PS4/XBoxOne) - Unreal 4Optimization Engineer - Shadow of Mordor (X360/PS3) - Monolith EngineSenior Engineer - Disney Infinity (Win8 App) - port Win32 to Win8 App, DirectX9 to DirectX11, Graphics OptimizationSenior Engineer - Tony Hawk Pro Skater 5 (XBoxOne/PS4) - Unreal 3Multi-Threaded Flocking Demo - (Unity3D/Unreal 4)Unannounced AAA multiplayer RPG (Unreal 4)Multiple Unannounced Projects currently in development -
Principal Software EngineerVisual Concepts Dec 2016 - PresentNovato, California, Us2K acquired Specular Interactive December 2016NBA 2K24NBA 2K23NBA 2K22NBA 2K21NBA 2K20NBA 2K19NBA 2K18 (Switch/PS4/PS5/XBoxOne/XSX/PC)NBA 2K20 LeagueNBA 2K19 LeagueNBA 2K18 League (PC) -
Senior Software EngineerSpecular Interactive Jun 2016 - Dec 2016UsAcquired by 2KSenior Software Engineer - NBA 2KVR Experience (Oculus Rift/Vive/PSVR) - Unreal 4 -
Independent Contractor - Software DeveloperSelf-Employed Mar 1997 - May 2013Senior Engineer - GM Automobile In-Dash App Store - JavaScript/VirtualBox/UbuntuTechnical Director - Real-Money Gambling. Managed multiple teams for multiple projects remotely. Architect and Lead Programmer for Casino Slots Real-Money Gambling Game Engine (PC) and 41+ games (IGT, Hoyle, Mashed). Windows 7, DirectX11, C++ Senior Engineer - Web-based Real-Money Slot Gambling Games - HTML5, Javascript, ImpactJS, PHPSenior Engineer - Golden Nugget (PlayStation) - PC to PlayStation port of casino gambling game C++.
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Lead EngineerBlind Squirrel Games Apr 2012 - Feb 2013Irvine, Ca, UsBioshock Infinite (PC,PS3,Xbox360) – Console OptimizationXCom: Enemy Unknown (PC,PS3,Xbox360) All projects using Unreal Engine 3 and C++ -
Director Of Game DevelopmentMashed Studios / Sgg Technology Jun 2011 - Feb 2012Real-Money Gambling Games. Responsible for designing, planning, production, execution, and delivery of all games company wide. Casino Gaming Engine Architect and Lead Engineer. In-house engine used to successfully ship multitude of Real-Money Slot Gambling Games using Windows 7, DirectX11, C++
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Lead Gameplay ProgrammerAirtight Games Jan 2006 - Sep 2010Lead Gameplay Programmer on Internal IP & Research Team. (XBox360/Kinect) Lead GameplayProgrammer on Dark Void Survivor Missions (PC, PS3, XBox360) Lead Gameplay Programmer on Dark Void (PC, PS3, XBox360). Unreal3 engine. Systems worked on: camera tool, spline tool, character AI, UFO & biplane dogfighting AI, vertical combat, cover system, player control, boss fights, optimizing, and more. All games used Unreal Engine 3, Unreal Script, C++
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Lead Graphics ProgrammerMultimedia Games Apr 2004 - Dec 2005Las Vegas, Nevada, UsConverted framework from DirectX7 2D to DirectX9 3D. Abstracted graphics engine to support both at same time. Optimizing, lighting, tessellation, multimonitor, special FX, texture manager. New framework maintained backwards compatibility with all legacy framework, games, and player stations. Various game support. Developed for Windows platforms using C++, DirectX7, DirectX9 -
Client ProgrammerElectronic Arts (Origin Systems) Feb 2003 - Apr 2004Redwood City, Ca, UsUltima X: Odyssey (PC) - Inventory/Item & Loot System/Imbuing System/Vendors – MMORPG-Unreal2 Engine. Programmed inventory, items and their properties, magic item modifications and effects, loot chest distribution system, item virtue imbuing system, vendor buying & selling systems. Wrote tech design docs for all systems. -
Lead ProgrammerBig Sky Interactive Jan 2000 - Nov 2002SpongeBob SquarePants (PS2/GameCube) - Winner of Nickelodeon "Kids Choice" Award - Camera System/SB Scripting System/Player Control Tweaking/Save Game Issues - Completely overhauled camera system to have collision and line of sight AI, allow user control, first person mode. Programmed SB Scripting System and integrated with engine and GUI scripting tool. This system allowed two scripters to write 95% of entire game play and AI. Converted to PS2 PAL.Jimmy Neutron (PS2/GameCube) CONCOM Scripting System/Level Reviewer - Designed/programmed system that designers used for conversation cinematics and setting/branching on game plot variables. Monster Force (PSX) Lead Programmer/MF Scripting System – Rebuilt existing scripting system to be much more robust, allowing game play and AI for entire game to be done by two scripters. Re-worked save game, player control, directed re-working of camera system. Managed two programmers and two scripters.Developed using in-house engines and C++
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Lead ProgrammerKalisto Entertainment Jan 2000 - Nov 2002See Big Sky Interactive
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Lead ProgrammerDaylight Productions Jan 2000 - Nov 2002See Big Sky Interactive
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Senior ProgrammerBootprint Entertainment May 1999 - Nov 1999(Unannounced) (PC) Designer/Programmer/ZB FX System – Original IP, wrote TDR, pitch document. Worked on demo including special effects system, particles, forces. Developed using in-house engine and C++
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Senior ProgrammerSega Of America Apr 1994 - Apr 1999Irvine, California, UsGeist Force (DreamCast) Alchemy Effects System - Programmed robust special effects system including a cutting-edge particle system which reacted to forces and lighting. Weather effects, rope, lightning, etc. Integrated into windowing system of editor allowing artists real time adjustment of variables, textures, lookup curves, and more. SPIKE (Saturn) Special Effects/Player Control/Camera System /AI System - Play mechanics, AI, camera, weapons, special effects, forces, input device compatibility, analog control. Saturn Game Engine (Saturn) Lead Programmer – Programmed RAM/VRAM memory manager, collision detection/reaction system, AI behavior system, animated bitmap/manipulation system. Programmed SPIKE demo. All projects developed using in-house engine and C++ -
Lead ProgrammerTsunami Media Apr 1992 - Apr 1994Geekwad Games of the Galaxy: (PC) Lead Programmer/Co-Designer/Programmed all five games:PhlemmingsBeefenderGroggerSpace SolicitorsEarth Last! Nominated for best comedy game of year. Managed one programmer, two artists. Ringworld2 (PC) Intro Sequence/Card Game - Programmed intro sequence of game and stand-alone intergalactic card game. Protostar (PC) Game Play/Combat System/Special Effects - Ship to ship combat, simulated 3D environment, weapons, special effects, alien terrain, bartering with aliens, capturing life forms, inventory, radar screen. Protostar2 (PC) Indoor Combat System - Hallway battles with aliens, special effects, weapons, radar All games developed using in-house engine and C++
Mike Bowman Skills
Mike Bowman Education Details
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Western Washington UniversityComputer Science
Frequently Asked Questions about Mike Bowman
What company does Mike Bowman work for?
Mike Bowman works for Flippy Fox Studios
What is Mike Bowman's role at the current company?
Mike Bowman's current role is Hiring for NBA 2K and More!.
What is Mike Bowman's email address?
Mike Bowman's email address is bo****@****ail.com
What schools did Mike Bowman attend?
Mike Bowman attended Western Washington University.
What skills is Mike Bowman known for?
Mike Bowman has skills like Game Development, Video Games, Perforce, Xbox 360, Gameplay, Ps3, Game Design, Game Programming, Programming, C++, Opengl, Visual Studio.
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