Justin Martin
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Justin Martin Email & Phone Number

Technical Director at Red Hook Studios at Red Hook Studios
Location: Vancouver, British Columbia, Canada 17 work roles 1 school
1 work email found @archiactinteractive.com LinkedIn matched
✓ Verified Jun 2026 4 data sources Profile completeness 100%

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Work email j****@archiactinteractive.com
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Current company
Role
Technical Director at Red Hook Studios
Location
Vancouver, British Columbia, Canada
Company size

Who is Justin Martin? Overview

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Quick answer

Justin Martin is listed as Technical Director at Red Hook Studios at Red Hook Studios, a company with 32 employees, based in Vancouver, British Columbia, Canada. AeroLeads shows a work email signal at archiactinteractive.com and a matched LinkedIn profile for Justin Martin.

Justin Martin previously worked as Technical Director at Red Hook Studios and Technical Director at Cloudhead Games. Justin Martin holds Bs, Computer Science - Software Eng. Option from University Of Victoria.

Company email context

Email format at Red Hook Studios

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{first}.{last}@archiactinteractive.com
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AeroLeads found 1 current-domain work email signal for Justin Martin. Compare company email patterns before reaching out.

Profile bio

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!

Listed skills include Debugging, Integration, Customer Experience, Perforce, and 25 others.

Current workplace

Justin Martin's current company

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Red Hook Studios
Red Hook Studios
Technical Director at Red Hook Studios
Vancouver, BC, CA
Employees
32
AeroLeads page
17 roles

Justin Martin work experience

A career timeline built from the work history available for this profile.

Technical Director

Current

Vancouver, BC, CA

Oct 2023 - Present

Technical Director

Qualicum Beach, BC, CA

Working across the company focusing on technical needs and future needs.

May 2023 - Oct 2023

Lead Programmer

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.

Jul 2020 - May 2023

Software Engineer Iii (Core Tech Lead)

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.

Feb 2020 - Jul 2020

Technical Director

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.

Sep 2016 - Nov 2019

Senior Lead Software Engineer

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

Sep 2015 - Sep 2016

Mobile Software Engineer - Generalist

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.

May 2013 - Aug 2015

Software Eng Ii

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.

Nov 2012 - Apr 2013

Software Eng I

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.

Feb 2012 - Nov 2012

Senior Programmer Ios

Presonus Audio Electronics (Notion Music)

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.

Nov 2010 - Feb 2012

Audio Programmer

Propaganda Games (Disney Interactive Studios)

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.

Aug 2009 - Oct 2010

Audio Software Eng. (Advanced Technology Group)

Radical

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 –.

Aug 2007 - Aug 2008

Software Eng

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.

Aug 2006 - Aug 2007

Senior Developer - Special Projects

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.

Nov 2003 - Aug 2006

Software Eng 2

US

Coding to integrate multi-platfrom (VXworks, linux, BSD) and multi programming languages (java, c++, c) Router products.

Apr 2001 - Apr 2003

Co-Op

CA

worked on delphi and c++ plugins to ACCPAC's CRM.

Jun 2000 - Sep 2000
Team & coworkers

Colleagues at Red Hook Studios

Other employees you can reach at darkestdungeon.com. View company contacts for 32 employees →

1 education record

Justin Martin education

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

Frequently asked questions about Justin Martin

Quick answers generated from the profile data available on this page.

What company does Justin Martin work for?

Justin Martin works for Red Hook Studios.

What is Justin Martin's role at Red Hook Studios?

Justin Martin is listed as Technical Director at Red Hook Studios at Red Hook Studios.

What is Justin Martin's email address?

AeroLeads has found 1 work email signal at @archiactinteractive.com for Justin Martin at Red Hook Studios.

Where is Justin Martin based?

Justin Martin is based in Vancouver, British Columbia, Canada while working with Red Hook Studios.

What companies has Justin Martin worked for?

Justin Martin has worked for Red Hook Studios, Cloudhead Games, Skybox Labs, Archiact, and Hothead Games.

Who are Justin Martin's colleagues at Red Hook Studios?

Justin Martin's colleagues at Red Hook Studios include Yousuf Mapara, Jordan Lang, Poppy Bonar, Erich Kohlweg, and John Lindvay.

How can I contact Justin Martin?

You can use AeroLeads to view verified contact signals for Justin Martin at Red Hook Studios, including work email, phone, and LinkedIn data when available.

What schools did Justin Martin attend?

Justin Martin holds Bs, Computer Science - Software Eng. Option from University Of Victoria.

What skills is Justin Martin known for?

Justin Martin is listed with skills including Debugging, Integration, Customer Experience, Perforce, Game Development, Video Games, Ps3, and Xbox 360.

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