Twain Martin

Twain Martin Email and Phone Number

UpheavalAi Changing the way games are made and played @ Upheaval Games
Twain Martin's Location
Austin, Texas Metropolitan Area, United States, United States
Twain Martin's Contact Details
About Twain Martin

Building systems that support millions of concurrent users, is the type challenge that I live for.How do you scale? What are the best methods to persist the data? How do you utilize the every cpu on a machine? How do you get your servers to run as fast as you can? These are questions, I like to answer!In my many years of building and leading teams, I have developed the concept G.S.P. of coding. Gather: statistics, metrics, and telemetry.Storage: mysql, nosql, binary files, csvPresentation: charts, graphs, reports, queries; getting the data back out, in the form fit for executives

Twain Martin's Current Company Details
Upheaval Games

Upheaval Games

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UpheavalAi Changing the way games are made and played
Twain Martin Work Experience Details
  • Upheaval Games
    Chief Technology Officer
    Upheaval Games Apr 2023 - Present
  • Lazarwulf Technologies Llc
    Ceo/Owner
    Lazarwulf Technologies Llc Jan 2021 - Present
    Consulting services, 30 years experience.
  • Tempo
    Vp Of Engineering
    Tempo Nov 2022 - Nov 2023
    Hollywood, Ca, Us
  • Infinite
    Chief Technology Officer
    Infinite Jun 2022 - Dec 2022
  • Sciplay
    Principal Software Engineer
    Sciplay Nov 2021 - Jul 2022
    Austin, Texas, Us
  • Arkane Studios
    Principal Online Engineer
    Arkane Studios Apr 2019 - Nov 2021
    Lyon, Fr
  • Certain Affinity
    Director Of Engineering
    Certain Affinity Nov 2018 - Apr 2019
    Austin, Tx, Us
    Directing a team responsible for Meta game. Store, MatchMaking, Analytics and more !Integration of server tech into Ue4Define best practices for team
  • Wavedash Games
    Lead Network Engineer
    Wavedash Games Feb 2017 - Oct 2018
    Built Server and Live ops teams. Responsible for all server tech, written from scratch, in C++. Working to scale in under a year with 2.5 programmers.Built multiple systems, including, but not limited to; Authentication, Matchmaker, Client "vpn tunnel", Custom Game servers, that work with Unity.
  • Obsidian Entertainment
    Lead Network Engineer
    Obsidian Entertainment Jul 2013 - Mar 2017
    Irvine, Ca, Us
    Built and Lead a team of server engineers working on MMO Armored Warfare.Built C++ server architecture from ground up.Built and managed a LiveOp team.Designed, Created and patented MatchMaker.Built Authentication systemCreated server dll for CryEngine, allowing for communications with full stack.
  • Tencent Boston, Inc
    Principal Engineer
    Tencent Boston, Inc Sep 2012 - Jul 2013
    Us
    Designed, developed, and implemented modular real time server system in Java using Google Protocol buffers as the interface to Unity C#Created Dynamic Loot System supporting runtime modification of loot roll percentages which supports increasing the odds for paying customers and at strategic game intervalsAdvise programming team on best practices for client / server gamesHelped develop a security system allowing for client side combat with server validationCreated C# tools allowing for rapid iteration of game systems thereby decreasing design iteration from days to minutesDesigned and implemented original idea for upcoming Async Pvp feature
  • Trion Worlds -Defiance
    Principal Engineer
    Trion Worlds -Defiance Jul 2011 - Aug 2012
    Redwood City, Us
    Team Lead for Server and Tools teams (8 direct reports); responsible for managing, mentoring, training, and 1:1 developmentInstrumental in strategic planning of game technologiesWork closely with engineers of all departments to develop their coding practices, intrapersonal skills, goals, and commitment to AAA qualityMember of the Trion hiring team; interviewing and hiring for multiple departmentsSolely responsible for Localization. Including creation of a Localization pipeline with tool support that allows dynamic (in tool) and CSV export functionalityDesigned and oversaw the implementation of a fully scalable 99.99% uptime, shard-less server architecture for Shooter/MMO DefianceIncreased server performance from 4 concurrent players, 450ms latency, 12 hour uptime to 1000 concurrent players per process, 15ms latency, and infinite uptimeDesigned and supervised creation of a rolling authentication, Client side combat systemPioneered concept of internal tools team; hired engineers, evaluated core technologies and determined best tools for game pipelineDeveloped relationships with Outsourcing, Data centers, MySql, Microsoft, and Sony
  • Carbine Studios
    Principal Engineer
    Carbine Studios Jun 2005 - Jul 2011
    One of the founding members of the studio, responsible for architecting and implementing the core game and server code baseOversaw the architecture of the core game server systemsWorked closely with both Art and Design in developing pipelines and technologiesResponsible for creating several game systems, including; Creatures, Items, Spells, Vehicles, Factions, AI, Spawns, UI, sound and several othersPerformed initial creation of the internal SQL database structuresTeach engineers principals of good coding practices, and client/server technology
  • Mach2Games
    Owner/Programmer
    Mach2Games Sep 2005 - Jan 2007
    End to End development of iPhone Games Skyfighter. I was responsible for the Code, Art, and Design. Developed a 2d Sprite based, cross platform OpenGl engine for the iPhone. Create Alimony Counter iPhone app. Co-Created iTone. A musically tone generator game for the iPhone.
  • Blizzard Entertainment
    Software Engineer
    Blizzard Entertainment Jan 1997 - Jun 2005
    Irvine, Ca, Us
    One of the initial 8 members of the World Of Warcraft development team; saw the project through shipping and several patchesInitially worked on the core database and game creation tools for the projectHelped evolve and maintain the server architecture as well as client graphicsOne of two SQL DBA’s for the creation and architecture of the SQL databasesLead a team rewriting the visual effects, model, and animation systems; team was essential in WoW meeting its ship date.Implemented spawn, loot, items, dressing room and other game systemsLead a development team which created client/server support tools for the customer service department
  • Utech
    Technician
    Utech Jun 1993 - Jan 1997
    Created and maintained Paradox Database inventory system for equipment and parts related to support.

Twain Martin Skills

Gameplay Video Games Game Development Perforce Mmo Computer Games C++ Jira Game Design Lua Opengl C# Ps3 Game Programming Unity3d Multiplayer Mmorpg Scripting Xbox 360 Xbox Java Visual Studio Online Gaming Console Level Design System Design Gaming Objective C Windows Gameplay Programming Xml Distributed Systems Video Game Development Software Development Tools Ios Development Architecture Iphone Development Mobile Games Game Mechanics Social Games Casual Games Programming Mysql Iphone Artificial Intelligence User Interface Design

Twain Martin Education Details

  • California State University, Bakersfield
    California State University, Bakersfield
    Computer Science
  • California State University
    California State University
    Computer Science

Frequently Asked Questions about Twain Martin

What company does Twain Martin work for?

Twain Martin works for Upheaval Games

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

Twain Martin's current role is UpheavalAi Changing the way games are made and played.

What is Twain Martin's email address?

Twain Martin's email address is tm****@****ios.com

What schools did Twain Martin attend?

Twain Martin attended California State University, Bakersfield, California State University.

What skills is Twain Martin known for?

Twain Martin has skills like Gameplay, Video Games, Game Development, Perforce, Mmo, Computer Games, C++, Jira, Game Design, Lua, Opengl, C#.

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