Steve Wilcox Email and Phone Number
Steve Wilcox work email
- Valid
Steve Wilcox personal email
- Valid
Steve Wilcox phone numbers
Specialties: C#, .NET, .NET Core, React, Typescript, React Native, HTML, Angular, C++, C, Managed C++, Objective-C, WPF, Silverlight, Java, JavaScript, ASP.NET, MVC, SQL, TSQL, SQL Server, DB Design, Win-forms, WCF, Nancy FX, MFC, NET MAUI, .NET-CF, iOS, Android, Xamarin, 3D Math, Visual-Studio, X Code, DirectX, OpenGL, ASMUnity, Unreal Engine, AR, VR, XR, Cloud infostructure (AWS, Azure, GPS), Docker, Kubernetes, Terraform, Desktop Applications, Web Applications, Mobile Apps, Games Industry, Mining Industry, RFID, GIS, 3D Math and Rendering techniques, Scrum, Backend, WCF, Restful Services, User Experience, Optimisation, UI, SharePoint REST/CSOM
Lightning Forge Games
View- Website:
- lightningforge.games
- Employees:
- 11
-
Lead Developer And Technical DirectorLightning Forge GamesBrisbane City, Qld, Au -
Technical DirectorPlayside Studios Aug 2022 - Oct 2024Melbourne, AuAs the Technical Director at Australias largest independent games company, my role was integral to the success of our game development projects. I lead and manage a team of skilled engineers, guiding them in the creation of cutting-edge games for various platforms. My primary responsibility is to oversee and architect robust systems that form the foundation of our games, ensuring seamless functionality and an immersive user experience.In this position, I am the driving force behind all technical aspects of game development. I collaborate closely with cross-functional teams, including designers, artists, and producers, to align technical requirements with creative visions. I am responsible for providing technical expertise and guidance throughout the development lifecycle, from conception to release.As the head of the engineering team, I foster a collaborative and innovative environment, empowering my colleagues to push boundaries and explore new technologies. I prioritize team growth and mentorship, ensuring that our engineers have the necessary resources and support to excel in their roles.Additionally, I stay up-to-date with industry trends and emerging technologies, evaluating their potential impact on our games. This allows me to make informed decisions about incorporating new tools and techniques into our development processes. -
Technical Project Lead, 4D Internet TeamCsiro Aug 2021 - Aug 2022Acton, Act, AuTeam leader for largescale enterprise blockchain, 3D visualisation Platform which is an Earth volumetric and materials tracking analysis platform called VoxelNETBuilding the team and mentoring developers, engineers, scientists, art and QA at all levels to increase the team's execution, quality and speed.Fully responsible for the team's culture, environment, and overall growth of the people on it. -
Chief Technology OfficerReal Serious Games Apr 2020 - Aug 2021Brisbane, Qld, AuDeveloping the company’s strategy for using technological resources. Ensuring technologies are used efficiently, profitably, and securely. Evaluating and implementing new systems and infrastructure. Lead the strategy for technology platforms, partnerships and external relationships. Represent the technological agenda in staff meetings and when making hiring decisions. Mentoring developers/engineers at all levels to increase personal skills and personal development -
Senior Consultant .Net/Vr/Ar/XrReadify Mar 2020 - Jun 2020Docklands, Victoria, AuSpecialising in .NET apps (desktop web and mobile) and everything XR in Unity3D and Unreal Engine -
Lead Software Engineer / Scrum MasterHelimods Dec 2018 - Mar 2020Caloundra, Queensland, Au• Lead Developer, Development Manager and Scrum Master for Helimods, a recognised world-leader in the creation and delivery of innovative mission equipment for Helicopters operating in Emergency Medical, Police, Fire, Ambulance and Defence rolesArchitecting, designing, implementing and leading all software for Helimodsupgraded the entire company’s internal software to use modern methodologies and modern software systems. Planning and transforming the companies working practices for use with modern agile methodologies (both software engineering and aerospace engineering) in conjunction with modern project planning technology. -
Lead Unity DeveloperLike A Photon Feb 2018 - Dec 2018Rocklea, Queensland, Au• Designed and developed well-documented, scalable, and reusable code for the highly successful educational top 5 App Store educational app Kindergo.Worked closely with the creative director to design and execute new features, technology and gameplay requirements. Participate in all design, development, planning, modification and improvement of the game and software.Reported team progress to management, other divisions, and outside organisations as needed. Handling the day to day duties of scheduling, task management, quality assurance, requirement gathering and mentoring other team membersPlanned and implemented many features for the app to gain a better understanding of conversion rates and retention rates. Added A/B testing for optimisation of UI usability in order to improve conversion rates. Helped to take the app from no app presence to top 5 and app of the day (App Store) -
.Net Team Lead/Development ManagerSitech Construction Systems Mar 2011 - Feb 2018Brisbane, Qld, AuNET team lead / Development manager for Sitech construction systems. Developing, managing and mentoring the development team, testers and other resources to produce various software projects from windows mobile 6.X, Windows Desktop, Web apps and Modern Mobile devices primarily for the construction and mining industry.Planned and designed all of the software for the company as well as handling the day to day duties of scheduling, task management, quality assurance, requirement gathering and Mentoring. -
Lead Tools/Applications .Net ProgrammerThq Studio Australia Mar 2009 - Feb 2011Agoura Hills, Ca, UsLead tools and applications programmer for a large games studio in Brisbane.I ran a team of 5 tools/applications programmers that are responsible for all tools and applications within the whole studio, this includes world editors, max and maya plugins, custom asset viewers and general applications that the studio staff requires to create content for the game.My duties includedwriting application code for our in-house tool chainmentoring and training studio staff in all areas of application programming, scheduling day to day tasksCreating road maps for future tasks and applications.Design, implementation and maintenance of the tool chainScrum planning and general agile development dutiesConsulting with customers to discuss requirements -
Lead Tools/Applications .Net ProgrammerJuiced Games Jan 2006 - Feb 2009Lead tools/application programmer for Juice Games, this involves designing and planning all tools/game systems for the studio.I manage a team of 6 dedicated tools programmers, as well as any game-play/core tech programmers who are involved in tools work.Since working at Juice as lead tools programmer I have written a new interface editor, particle editor, world editor, sound authoring toolset, and asset management tools as well as designing and planning all other tool team projects.I have also written various c#/.NET training course papers for the studio programmers to learn c#.; Left to emigrate to Australia
-
Senior Game-Play ProgrammerElectronic Arts Feb 2005 - Nov 2007Redwood City, Ca, UsSenior Game-play programmer PS2/XBXBattle-field modern combatWhile working on battlefield I was responsible for many game play aspects such as the bubble soldier spawning system, vehicle control, and camera functionality.I designed and implemented some missions as the design team was running out of time. I also did some tools work for the world editor as well as general game play coding and fixing bugs. -
Senior Tools Application And Game Play Programmer Ps3/X360Electronic Arts Mar 2005 - 2007Redwood City, Ca, UsWorked on the world editor, brand new gui interface system for the entire EA UK studio as well as general game play coding for EA`s Battlefield modern combat.During the battle field project it was clear that existing EA tech for gui interface programming was insufficient, so I was tasked to create a brand new technology for EA to allow artists and designers to create interface/hud and meta-game content all through a new application that needs no programming or scripting. -
3D ProgrammerZoo Digital Group Plc Apr 2003 - Feb 2005El Segundo, Ca, UsWrote all 3d Code for premier manager 2004, this includes 3d engine, 3D match engine, special effects, lighting, animation and other various 3d rendering related works. -
Engine ProgrammerHeadfirst Productions Feb 2002 - Feb 2003While working for headfirst I wrote an MFC menu interface GUI toolset for the entire game, so that all interfaces within the game was done within the menu editor.I also created a MFC application for creating particle and screen effects that allowed users/designers to create particle systems and effects completely by data driven designThis particle editor was used to render all particle effects within the gameI also worked on generic game code.
-
Game DeveloperAttention To Detail 1998 - 2003• Lead Game Cube ProgrammerLead game-cube programmer for ION RunnerThis includes writing GCN specific engine code for new technologies and making decisions within the team so that decisions that are made for the project also benefit the game-cube version of the game.I am also writing cross platform special effects and general presentation code.• Drome Racers GCNI was one of two programmers that ported the entire Drome racers project over to GCN from PS2.My Tasks included rendering engine, sound engine, controller code memory-card code, all TRC checking and implementation, general game code porting and creating the GCN builds.• Drome Racers PC / PS2 / XBOXCross platform Physics code for the car handling for 18 different types of vehicle (road/off road/etc)• Salt Lake City 2002 winter games PC / PS2I wrote all of the game-code for the downhill skiing and slalom skiing events within the game, this included athlete physics, collisions, general game-play flow, sounds, etc.I also wrote all of the in-game particle effects for the game (sprays, breath, splashes, ice, chairlifts, searchlights, etc.)• Sydney 2000 Olympics PC / PS1 / DC / N64I was one of two programmers who wrote the Nintendo 64 version of the number one selling Olympic game Sydney 2000.This included porting common SKU code and writing the N64 low level specific code.I also worked on many parts of the Dreamcast, Playstation and PC versions of Sydney 2000.
Steve Wilcox Skills
Steve Wilcox Education Details
-
Lowerfields ComprehensiveTechnical Drawing And Physics -
York College Of FurtherInformation Technology -
York College Of Further Education
Frequently Asked Questions about Steve Wilcox
What company does Steve Wilcox work for?
Steve Wilcox works for Lightning Forge Games
What is Steve Wilcox's role at the current company?
Steve Wilcox's current role is Lead Developer and Technical Director.
What is Steve Wilcox's email address?
Steve Wilcox's email address is st****@****ail.com
What is Steve Wilcox's direct phone number?
Steve Wilcox's direct phone number is +614003*****
What schools did Steve Wilcox attend?
Steve Wilcox attended Lowerfields Comprehensive, York College Of Further, York College Of Further Education.
What skills is Steve Wilcox known for?
Steve Wilcox has skills like Video Games, C#, C++, Scrum, Game Development, Programming, .net, Perforce, Objective C, Sql, Agile Methodologies, Gameplay.
Free Chrome Extension
Find emails, phones & company data instantly
Aero Online
Your AI prospecting assistant
Select data to include:
0 records × $0.02 per record
Download 750 million emails and 100 million phone numbers
Access emails and phone numbers of over 750 million business users. Instantly download verified profiles using 20+ filters, including location, job title, company, function, and industry.
Start your free trial