Mike Bowman

Mike Bowman Email and Phone Number

Hiring for NBA 2K and More! @ Flippy Fox Studios
Mike Bowman's Location
Orange County, California, United States, United States
Mike Bowman's Contact Details
About Mike Bowman

30 year Game Industry Veteran. I help companies ship games.Visit us at flippyfox.com

Mike Bowman's Current Company Details
Flippy Fox Studios

Flippy Fox Studios

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Hiring for NBA 2K and More!
Mike Bowman Work Experience Details
  • Flippy Fox Studios
    Founder And Ceo
    Flippy Fox Studios May 2013 - Present
    Aliso Viejo, Ca, Us
    AAA 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
  • Visual Concepts
    Principal Software Engineer
    Visual Concepts Dec 2016 - Present
    Novato, California, Us
    2K 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)
  • Specular Interactive
    Senior Software Engineer
    Specular Interactive Jun 2016 - Dec 2016
    Us
    Acquired by 2KSenior Software Engineer - NBA 2KVR Experience (Oculus Rift/Vive/PSVR) - Unreal 4
  • Self-Employed
    Independent Contractor - Software Developer
    Self-Employed Mar 1997 - May 2013
    Senior 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++.
  • Blind Squirrel Games
    Lead Engineer
    Blind Squirrel Games Apr 2012 - Feb 2013
    Irvine, Ca, Us
    Bioshock Infinite (PC,PS3,Xbox360) – Console OptimizationXCom: Enemy Unknown (PC,PS3,Xbox360) All projects using Unreal Engine 3 and C++
  • Mashed Studios / Sgg Technology
    Director Of Game Development
    Mashed Studios / Sgg Technology Jun 2011 - Feb 2012
    Real-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++
  • Airtight Games
    Lead Gameplay Programmer
    Airtight Games Jan 2006 - Sep 2010
    Lead 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++
  • Multimedia Games
    Lead Graphics Programmer
    Multimedia Games Apr 2004 - Dec 2005
    Las Vegas, Nevada, Us
    Converted 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
  • Electronic Arts (Origin Systems)
    Client Programmer
    Electronic Arts (Origin Systems) Feb 2003 - Apr 2004
    Redwood City, Ca, Us
    Ultima 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.
  • Big Sky Interactive
    Lead Programmer
    Big Sky Interactive Jan 2000 - Nov 2002
    SpongeBob 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++
  • Kalisto Entertainment
    Lead Programmer
    Kalisto Entertainment Jan 2000 - Nov 2002
    See Big Sky Interactive
  • Daylight Productions
    Lead Programmer
    Daylight Productions Jan 2000 - Nov 2002
    See Big Sky Interactive
  • Bootprint Entertainment
    Senior Programmer
    Bootprint 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++
  • Sega Of America
    Senior Programmer
    Sega Of America Apr 1994 - Apr 1999
    Irvine, California, Us
    Geist 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++
  • Tsunami Media
    Lead Programmer
    Tsunami Media Apr 1992 - Apr 1994
    Geekwad 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

Game Development Video Games Perforce Xbox 360 Gameplay Ps3 Game Design Game Programming Programming C++ Opengl Visual Studio Mobile Games Scripting User Interface Javascript Mobile Applications C Gambling Software Development Psvr Html 5 Game Mechanics Software Engineering Directx Staff Augmentation Game Development Staffing Unreal Engine 4 Playstation 4 Xbox One Internet Gambling Objective C Web Games Impactjs Casino Technical Design Gaming Artificial Intelligence Scrum Video Game Development Production Uml Team Leadership Technical Leadership Technical Architecture Technical Management Computer Graphics Unreal Betable Api

Mike Bowman Education Details

  • Western Washington University
    Western Washington University
    Computer 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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