Justin Martin

Justin Martin Email and Phone Number

Technical Director at Red Hook Studios @ Red Hook Studios
Vancouver, BC, CA
Justin Martin's Location
Vancouver, British Columbia, Canada, Canada
Justin Martin's Contact Details

Justin Martin work email

Justin Martin personal email

About Justin Martin

Working with teams as a hands on leader is where I am most at home. Filling in the gaps and hiring great teams is how I will provide the most benefit!

Justin Martin's Current Company Details
Red Hook Studios

Red Hook Studios

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Technical Director at Red Hook Studios
Vancouver, BC, CA
Employees:
32
Justin Martin Work Experience Details
  • Red Hook Studios
    Red Hook Studios
    Vancouver, Bc, Ca
  • Red Hook Studios
    Technical Director
    Red Hook Studios Oct 2023 - Present
    Vancouver, Bc, Ca
  • Cloudhead Games
    Technical Director
    Cloudhead Games May 2023 - Oct 2023
    Qualicum Beach, Bc, Ca
    Working across the company focusing on technical needs and future needs.
  • Cloudhead Games
    Lead Programmer
    Cloudhead Games Jul 2020 - May 2023
    Qualicum Beach, Bc, Ca
    Mentoring, planning and anything that falls through the cracks. Removing road blocks and doing work that nobody wants to do. Dev ops, data analytics, platform bug fixes, memory, cpu and gpu profiling. Dealing with partners and promoting issues with third party engines.
  • Skybox Labs
    Software Engineer Iii (Core Tech Lead)
    Skybox Labs Feb 2020 - Jul 2020
    Burnaby, British Columbia, Ca
    Leading the core technology team. Working on bringing the PC game Magic The Gathering Arena to mobile, memory and performance optimization in Unity3D. Documentation and project planning. Mentoring and future planning.
  • Archiact
    Technical Director
    Archiact Sep 2016 - Nov 2019
    Vancouver, British Columbia, Ca
    Lead a team of 13 creating AR game Marvel Dimesion of Heroes (2 years) Hiring/interviewing/scoping for VR/AR projects. Researching technical packages. Optimizing and profiling for VR/AR. Developing engineering best practices.Git administration and best practices. Jenkins setup iOS/Android build CI. Mentoring and advising on software architecture. Five released VR ports for PlayStation vr:Smashbox Arena, Blasters of the universe, pierhead arcade, Darknet, Waddle Home
  • Archiact
    Senior Lead Software Engineer
    Archiact Sep 2015 - Sep 2016
    Vancouver, British Columbia, Ca
    Optimizing and profiling VRCreating tools in c# for unity and VR. Setup PS4 vr development, troubleshootingCustom Unity cloud build integration with slackUsing AWS lambda functions with open CV
  • Hothead Games
    Mobile Software Engineer - Generalist
    Hothead Games May 2013 - Aug 2015
    Vancouver, Bc, Ca
    Working with junior members of the team to advise on architecture and debugging. Profiling and optimizing for lower end iOS devices.Automating Xcode for memory dumps and smoke tests C# client side and server side. Python server side. Integrating analytics and video providers (fyber, vungle, applifier). 2d gameplay simulation, tutorial system (using graph theory).C++ and Objective CFacebook integration for social gaming.Integrating SDKS and analytics. Released Games:Bigwin NHL, football,Bigwin Racing
  • Popcap Games
    Software Eng Ii
    Popcap Games Nov 2012 - Apr 2013
    Seattle, Wa -- Washington, Us
    Helped design and develop Popcaps new HogEngine included in this was a 2d animation system, particle integration, UI layer, and service architecture. I designed the services architecture which abstracted out the implementations of Facebook and Game Center and created a cross platform layer on top. I designed the content architecture that stores assets in Amazons s3, meta data in Amazons SimpleDB and is downloaded and updated after installation.I gave presentations and was involved in EA's release Gate process for an iOS game.
  • Popcap Games
    Software Eng I
    Popcap Games Feb 2012 - Nov 2012
    Seattle, Wa -- Washington, Us
    Worked on PC/Mac version of Amazing Adventures - Riddle of the two knightsIOS game- cocos2dx abstraction of the simplesoundengine- fragment shader for ios, to disguise objects in real time on the gpu.
  • Presonus Audio Electronics (Notion Music)
    Senior Programmer Ios
    Presonus Audio Electronics (Notion Music) Nov 2010 - Feb 2012
    Developed a tab editor for IPad. Using an existing mac code base porting code and adding features. Created a compression pipeline for lossless audio compression using multiple techniques and existing compression algorithms. Worked on simple reverbs and distortion dsp algorithms. Implemented IPad specific user interface elements in objective c. Profiled and optimized existing code to work with limited resources of the IPad. Optimized dsp algorithms for speed using SIMD instructions. Created multiple projects that have been featured in Apple commercials and in the top ten lists all over the world!.
  • Propaganda Games (Disney Interactive Studios)
    Audio Programmer
    Propaganda Games (Disney Interactive Studios) Aug 2009 - Oct 2010
    Developing audio technology along side FMOD. Gameplay programming: Creating audio components for sound tracking and teardown in 3D space, Animation and audio integration for simple jawflap, Pirate Ship audio programming. Tools programming: Creating scripts to bulk change assets in Python, Creating a Mix editor and widgets to install mixes at runtime in C++.Communication: Dealing directly with audio engineers and building tech specifically for implementing solutions and speeding up asset development.
  • Radical
    Audio Software Eng. (Advanced Technology Group)
    Radical Aug 2007 - Aug 2008
    At Radical Entertainment I worked as an Audio programmer in the Advanced Technology Group (ATG). ATG mainly works on the lower level hardware abstractions and asset pipelines for the game teams. Specifically: 
Crash “Mind over Mutant” - ADPCM audio encoding and decoding on the Wii. As well as pipeline changes to support this change in Python. 
Prototype – Mp3 decoding and encoding on the PS3. Integrating PS3 audio system with our in house audio systems using a custom SPU effect to transfer data. Improving the audio pipeline to support these changes in Python. . 
VOIP communication system using speex speech encoding. Porting this system to the PS3 and PC. 
I brought all these projects from design to finish on time and was able to help write a report to get SRED tax credit as well. As acting team lead I attended team lead meetings and helped plan and manage the ATG audio team.
  • Sanewave
    Software Eng
    Sanewave Aug 2006 - Aug 2007
    Us
    At Sanewave I worked on a next generation cross platform(windows/mac osX) DJ tool for mixing and scratching audio files. I added AAC and MP3 support using open source libraries and Apples itunes SDK. I developed an object to relational database mapping system using SQLite and c++. I developed two IEEE 1394 (FireWire) specialized audio devices using BridgeCO FireWire chips and c++ firmware. I wrote the firmware to route the audio and setup the hardware SRC and SPI to I2C bridge. To help our customer Lexicon with a tight deadline I integrated our FireWire interface into their C# managed c++ editing tool. As a senior developer at Sanewave I also dealt with customers, timelines and customer expectations.
  • Photochannel Networks
    Senior Developer - Special Projects
    Photochannel Networks Nov 2003 - Aug 2006
    Ca
    In my position at Photochannel I designed, developed, and lead a team integrating a photo lab utility (PLU) for Photochannels clients (Walmart Canada, Costco, CVS pharmacy). The PLU is an integrator between Photochannels back end and the printing systems at the lab. It can output to multiple printers, view orders, resubmit them and store them. I took this product from high level design to release and to releasing a second version using a custom developed (I wrote) automatic update system. This project used C# for the client and SOAP (XML) to communicate with our server. The PLU is installed on at least 10000 lab machines.Created mutiple versions of an Activex uploader for simple image uploading.
  • Redback Networks
    Software Eng 2
    Redback Networks Apr 2001 - Apr 2003
    Us
    Coding to integrate multi-platfrom (VXworks, linux, BSD) and multi programming languages (java, c++, c) Router products.
  • Accpac
    Co-Op
    Accpac Jun 2000 - Sep 2000
    Ca
    worked on delphi and c++ plugins to ACCPAC's CRM.

Justin Martin Skills

Debugging Integration Customer Experience Perforce Game Development Video Games Ps3 Xbox 360 Game Design Mobile Games Cross Platform Development Iphone C++ Objective C Lua Computer Games Game Programming Gameplay C# Ios User Interface Programming Gameplay Programming Python Scripting Unity3d C Casual Games Git

Justin Martin Education Details

  • University Of Victoria
    University Of Victoria
    Computer Science - Software Eng. Option

Frequently Asked Questions about Justin Martin

What company does Justin Martin work for?

Justin Martin works for Red Hook Studios

What is Justin Martin's role at the current company?

Justin Martin's current role is Technical Director at Red Hook Studios.

What is Justin Martin's email address?

Justin Martin's email address is mu****@****ail.com

What schools did Justin Martin attend?

Justin Martin attended University Of Victoria.

What are some of Justin Martin's interests?

Justin Martin has interest in Education, Environment, Science And Technology, Human Rights, Health.

What skills is Justin Martin known for?

Justin Martin has skills like Debugging, Integration, Customer Experience, Perforce, Game Development, Video Games, Ps3, Xbox 360, Game Design, Mobile Games, Cross Platform Development, Iphone.

Who are Justin Martin's colleagues?

Justin Martin's colleagues are Jordan Lang, Filipe Itagiba, Brian Yich, Yousuf Mapara, Erich Kohlweg, Aaron Fritz, Poppy Bonar.

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