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William Mccarroll Email & Phone Number

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

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Current company
Role
Technical Director at Stoic
Location
Raleigh-Durham-Chapel Hill Area, United States

Who is William Mccarroll? Overview

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William Mccarroll is listed as Technical Director at Stoic at Stoic, based in Raleigh-Durham-Chapel Hill Area, 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.

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Email format at Stoic

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*@neosaint.org
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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 · 31 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 calls to the platform, as well as increasing throughput on our own backend by making transactions more stateless.Was owner and developer of the Xbox, iOS, and Android Online subsystems for both Fortnite and UE4. Modifying the subsystems to incorporate new features, and supporting new hardware when required.Implemented Join in progress for Fortnite creative modes, allowing players to jump in and out of creative games both through joining parties through presence, as well as joining games directly through presence across all platforms.Implemented the online portion of spectator mode to allow teammates to spectate players in Battle Royale games.Implemented the online portion of “In-Game Matchmaking” to allow players to move from one game to the next without returning to the lobby first.Helped develop the party portion of “Party Hub”, an extension to the iOS and Android versions of Fortnite to allow players to party up and communicate outside of game.Assisted in development of the online portions of Splitscreen mode for Fortnite.

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 scaling in a cloud environment, without being tied to a single provider. The backend was architected to provide seamless no-downtime rolling updates. The webapps were built with multiple technologies, but the core was built using python, uwsgi and nginx under a docker microservice container architecture.The overall backend is composed of several different microservices, including: telemetry, logging, authentication, stats, commerce, relationship, matchmaking, and custom automated deployment. Different services use different databases, catering to their specific strengths in different areas. Databases used included: Cassandra, Neo4j, MongoDB, ArangoDB and Redis.The system was loadtested at 100k+ user load, and built to scale from 3 instances to hundreds of instances, depending on load requirements.Implemented gameside handlers in Unreal4, using c++, to interface with PS4 and Steam commerce and invite/party systems; Also wrote a custom onlinesubsystem plugin in unreal for our own BKP platform.Created submission pipelines for steam and ps4 to allow for integration with our build system, and single-button packaging and uploads of content to the respective platforms. Oversaw creation and submission of title skus and DLC skus to the respective platforms. integrated custom telemetry integration with our backend into Unreal4.Mentored and guided three other developers in design and implementation of asynchronous python and c++ online systems.

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 that interfaces with PSN ticketing to manage a "token" based microtransaction system. Integrated Steam support into the PC version of the game to bring the online capabilities on par with the Xbox360 and PS3.

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 PSN store; a challenge that required encrypting and paging memory to disc due to the memory requirements of the system library. Implemented real-time global developer tweaks through the NP Title Small Storage and Title User Storage systems utilizing Public Key and Symmetric Key Cryptography and Cryptographic hashes to ensure data integrity. Interfaced with SCEA to register, configure, and manage online services for 8 individual SKUs through the submission and format process, as well as assisting with the title patch process. Maintained and wrote real-time network code using the SCE-RT network libraries to help facilitate 16 player peer-to-peer network play.

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 addition of a new callback based event system, object arbitration code, global timing system and more optimal use of bandwidth. I also implemented a datamining engine utilizing the KeyStore portion of Activision's Demonware network platform to generate and anylize player metrics. Even though the online team had a very short schedule to complete all of the new online features, and network several new game modes, we were able to deliver the online component on time for both the Xbox 360 and PS3.

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 internal network operations department, and QA departments to coordinate and deploy weekly content updates. Helped create the process in which Sony and the PAIN development team use to stage and release weekly PAIN content - A first for the PSN. Wrote PAIN's online multiplayer component, utilizing Sony's SCE-RT network libraries, retrofitting the already released game to be online multiplayer compatible. Networked the motion of up to 4000 simultaneously moving havok objects, using judicious motion and animation compression techniques.

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 functionality into Unreal3's brush class, to allow havok support for dynamic blocking volumes.

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 connection, using the nellymoser sase codec. Developed system for storing and retrieving player voicemail. Built movement interpolation/prediction code using cubic splines, as well as a flexible data driven network event system. Realized a full distributed networked physics model using Havok as the underlying engine. (My code allowed for multiple players to interact with the same object by doing proximity and velocity checks to aid in arbitration of world object ownership).Implemented UI system using the SVG and SIML for positioning and animation of UI Elements, as well as extensions to allow placement and animation of 3d shapes, scenes, and particle effects. The UI was completely data driven, using LUA as a scripting language.

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 application code, network code, and the scheduler of the underlying operating system. Duties also included advising and supporting 1st and 3rd party developers in network design choices and optimizing code for low latency, low bandwidth communication. Involvement with 8 titles, including SOCOM, SOCOM II, Twisted Metal Black: Online, and Frequency Online, advising of latency hiding techniques, and use of the SCE-RT API to allow for high performance network gaming.

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 for the majority of large clients' needs.

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 in a distributed configuration to allow communication between differing communication topologies including TCP/IP, Serial, and IPX communications, and can act as a bridge between differing protocols. Gateway was designed and built to handle the massive volume required to monitor slot play and retail transactions at large casinos.

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 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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