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William Mccarroll Email & Phone Number

Technical Director at Stoic at Stoic
Location: Raleigh-Durham-Chapel Hill Area, United States, United States 14 work roles
1 work email found @neosaint.org LinkedIn matched
✓ Verified Jun 2026 3 data sources Profile completeness 86%

Contact Signals · 1 work email

Work email b****@neosaint.org
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Current company
Role
Technical Director at Stoic
Location
Raleigh-Durham-Chapel Hill Area, United States, United States

Who is William Mccarroll? Overview

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Quick answer

William Mccarroll is listed as Technical Director at Stoic at Stoic, based in Raleigh-Durham-Chapel Hill Area, United States, United States. AeroLeads shows a work email signal at neosaint.org and a matched LinkedIn profile for William Mccarroll.

William Mccarroll previously worked as Technical Director at Stoic and Senior Programmer at Epic Games.

Company email context

Email format at Stoic

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*@neosaint.org
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AeroLeads found 1 current-domain work email signal for William Mccarroll. Compare company email patterns before reaching out.

Profile bio

About William Mccarroll

A strong background in C/C++ and general programming methods. A specialization in high volume, latency hidden network communications, with an emphasis on distributed systems. Experience and knowledge with subjects relating to many areas of the games industry, including graphics theory, AI, and low level systems programming.Specialties: Network Programming

Listed skills include Ps3, Gameplay, Video Games, Game Development, and 13 others.

Current workplace

William Mccarroll's current company

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Stoic
Stoic
Technical Director at Stoic
AeroLeads page
14 roles · 30 years

William Mccarroll work experience

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

Technical Director

Current

Where You Live, US

Mar 2020 - Present

Senior Programmer

Cary, NC, US

Owned the development, modification and troubleshooting of Real Money transactions across all platforms. Found and rectified several existing issues in these systems to reduce the amount of time Customer Service spent researching and rectifying purchase issues. Modified the way PS4 transaction validation was done on the back end, to reduce the number of.

Mar 2018 - Mar 2020

Principal Online Engineer

Boss Key Productions

Work as Principal software architect for Lawbreakers' backend, and network programmer for the Lawbreakers client, seeing both from inception to production deployment.Lawbreakers' backend is a scalable platform capable of supporting multiple titles, and interfacing with third party platforms. It utilizes a stateless design facilitating easy deployment and.

Dec 2014 - Mar 2018

Senior Software Engineer

Nicosia, CY

Jun 2013 - Dec 2014

Principal Multiplayer Engineer

San Francisco, CA, US

Worked as Principal Multiplayer Engineer for an unreleased first person shooter: Star Wars: First Assault. Mentored and guided two other engineers to produce solid, reusable network code. Implemented PSN services for Stats, Title User Storage, Title Small Storage, Leaderboards, and In-Game Commerce. Worked with the internal server team to design a system.

May 2012 - Apr 2013

Sr. Software Engineer

Salt Lake City, UT, US

Worked on development of the client side network component of Twisted Metal PS3. While much of my work at ESP revolved around writing code to maintain and modify an established game engine to handle new design requests, I implemented several new systems into the codebase. Built an in-game commerce system to handle browsing and purchasing of DLC through the.

Nov 2010 - May 2012

Lead Network Engineer

Robomodo

My work at Robomodo involved managing the Online Engineering team, and architecting solutions for Xbox360 and PS3 to make the online portion of Tony Hawk: SHRED more dynamic and allow greater player interaction. I inherited an existing online system that was very monolithic in design and ability. I worked to make the system more flexible through the.

2009 - 2010 ~1 yr

Senior Network Programmer

Westminster, CO, US

Worked as the senior network programmer on the best selling PSN game "PAIN". Programmed PAIN's commerce, UI patching, and Leaderboard systems, which interface with Sony's NP Network platform. Managed and deployed game and patch submission to Sony, including configuration of the PSN Store, leaderboards, and the patch system. Worked closely with Sony's.

2007 - 2009 ~2 yrs

Senior Network Programmer

US

Worked as a gameplay/network programmer. Wrote and optimized the animation networking code for midway's proprietary animation system. Wrote code to handle synchronization of level streams across multiple clients for co-op gameplay. Designed and implemented a tethering system for co-op to keep players in range of each other. Worked to integrate havok.

2006 - 2007 ~1 yr

Senior Software Engineer - Studio 2

San Mateo, California, US

Worked on the Development of PSP and PS2 titles. My position in the studio consisted of development of the network code for Ad-Hoc, LAN, and Internet configurations, as well as programming of the User Interface, and game logic. Developed system for 4 way multi-streaming online voice, with real-time lip-sync and voice activation over a 56kbps peer to peer.

2003 - 2006 ~3 yrs

Senior Software Engineer - Scert

San Mateo, California, US

Duties Involved developing and supporting the client side network API, and back end services for the Playstation 2's Online services. Contributed to the development of the lobby/chat, clan and game APIs. Designed and wrote global network time synchronization services. Determined, and advised solutions for points of latency throughout the system, including.

2001 - 2003 ~2 yrs

Senior Software Engineer

Portaris, Inc.

Duties at Portaris included architectural design and implementation of enterprise internet software solutions for clients. Lead the JAVA/C++ team as senior developer. Reccomended and developed solutions based on the needs of clients, on a per-client basis. Java Servlets, JSP, Application servers written in C/C++, Oracle 8i, and mySQL were the tools used.

1999 - 2001 ~2 yrs

Software Engineer

Casino Data Systems

Work consisted of design, development and implementation of products for the Casino Data Systems OASIS II line of casino management products. Designed and wrote Oasis Universal Gateway. Universal Gateway is a product which allows the Oasis suite to seamlessly interface with a myriad of interfaces with very little end-user configuration. Gateway can be run.

1997 - 1999 ~2 yrs

Programmer

Shift4 Corporation
1996 - 1997 ~1 yr
FAQ

Frequently asked questions about William Mccarroll

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

What company does William Mccarroll work for?

William Mccarroll works for Stoic.

What is William Mccarroll's role at Stoic?

William Mccarroll is listed as Technical Director at Stoic at Stoic.

What is William Mccarroll's email address?

AeroLeads has found 1 work email signal at @neosaint.org for William Mccarroll at Stoic.

Where is William Mccarroll based?

William Mccarroll is based in Raleigh-Durham-Chapel Hill Area, United States, United States while working with Stoic.

What companies has William Mccarroll worked for?

William Mccarroll has worked for Stoic, Epic Games, Boss Key Productions, Wargaming.Net, and Lucasarts.

How can I contact William Mccarroll?

You can use AeroLeads to view verified contact signals for William Mccarroll at Stoic, including work email, phone, and LinkedIn data when available.

What skills is William Mccarroll known for?

William Mccarroll is listed with skills including Ps3, Gameplay, Video Games, Game Development, Xbox 360, Game Design, Game Programming, and Competitive Cat Juggling.

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