William Dyce Email & Phone Number
@amplitude-studios.com
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Who is William Dyce? Overview
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William Dyce is listed as Game Designer at Ludeon Studios, a company with 20 employees, based in Melbourne, Victoria, Australia. AeroLeads shows a work email signal at amplitude-studios.com and a matched LinkedIn profile for William Dyce.
William Dyce previously worked as Technical Designer at Twice Different and Content Designer at Twice Different. William Dyce holds Master Of Science, Computer-Science from University Of Montpellier.
Email format at Ludeon Studios
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AeroLeads found 1 current-domain work email signal for William Dyce. Compare company email patterns before reaching out.
About William Dyce
Passionate about making, breaking and discussing video, board and roleplaying games: I've been an industry professional since early 2013, with a focus on economic and progression systems and non-player character behaviour. I also like etymology, baking, contemporary dance and ukulele.My work generally involves pitching novel interactive experiences and fleshing out, analysing, discussing, iterating, tuning, documenting and championing game systems. Thanks to my background as a programmer, I'm able to build simulations and prototypes to smoke-check designs before they are put into production. I've worked as a solo developer at times, but I've also hired, managed and collaborated with large, multi-disciplinary teams.I try to approach every challenge, be it technical or interpersonal, with curiosity, diligence and good humour. I'm very passionate about my work, and am always looking for ways to improve and to push the envelope!
Listed skills include Game Design, Programming, Fluent French, Game Development, and 29 others.
William Dyce's current company
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William Dyce work experience
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Technical Designer
CurrentNow an employee working content design, implementation and tuning as part of the small team working on Winnie's Hole. I'm fleshing out the game with passive and active perks, encounters and other events.
Content Designer
Working as a designer on the indie roguelike "Winnie's Hole". I've been responsible for enemy and encounter design, with a view to making the game's fights more interesting and varied, and have also worked on action and perk design.
Senior Technical Designer
Working on content and economic balancing, and system and AI design for the remake of Solium Infernum - one of my favourite games of all time! Simply put, every numerical value in the game has crossed my desk at some point during development, and I tend to be the person you talk to to figure out tricky behavioural edge-cases. I will be forever known as.
Game Director
Top creative on an unannounced video game project, and Paris's point of contact for freelancers based in Australia (so working strange hours). I'm still working on the design, but I am now responsible for assembling and motivating a multi-disciplinary remote team, and generally for ensuring that we deliver a quality product on time and within our budget..
Game Design Consultant
A total of 60 hours over the course of 2 months laying some ground-work for a potential overseas branch of the studio (a lot of running around meeting local actors and potential hires) and preparing the pitch for an unannounced project.
Lead Game Designer
The buck stops with me now when it comes to design on Humankind. My role involves more management: I discuss and prioritise the list of tasks we've been asked to work on and allocate them to the designers on my team to explore the various options, come up with solutions and update the in-game data where necessary. I coordinate with the creative director.
Senior Game Designer
Design at Amplitude still means a good amount of meaty system design plus mockups, prototypes, a lot of pitching, some scripting, and more Excel magic than you can poke a stick at. A senior position does mean slightly more mentoring and delegation though: it's an interesting challenge.
Game Designer
Working on 4X strategy game design:) At Amplitude this means (in layman's terms) figuring out what we might want to do and why, detailing the pros and cons of various decisions, justifying the choices, writing out specifications for how these choices are to be implemented and following up on the implementation of these choices.There's also some amount of.
Lead Programmer
Still programming 90% of the time, but it's now my responsibility to make sure that things work: I choose the technology, learn how to use it and coordinate the other programmers to the best of my ability.
Game Programmer
Highly varied engine and gameplay programming work. Working natively with the Wii and PS3 development kits, working for PC and mobile using Unity3D and Cocos2d-x, web programming using Node.js, hosted via AWS.
Game Designer
Design, prototyping and production of games for various platforms (mobile, web, computer) using various technologies (Löve 2D, OpenFL, Unity 3D). Ad hoc collaborations, commissions and freelance work depending on the project. Pixel-art, sound and basic music where no artist is readily available.This work is done after hours for the love of the.
Research & Development Engineer
Primarily focusing on game-related user interaction, especially input devices. Work includes game design and development with Unity in C#, software development in C++ and other languages as needed, and technical translation and localisation.
Research & Development Intern
Research work around mesh and skeletal extraction using the raw data from the Kinect depth-camera. Development in C# (Unity3D) and C++ on the game "Hammer and Planks".
Imperative Programming Temporary Teacher
Supervising "imperative programming 2" (C++ programming language) tutorials for second-year Computer Science students. Explaining the principals of the C++ language and imperative programming in general: basic object-oriented programming concepts, references, const-correctness, pointers and memory allocation. Answering questions, debugging code, explaining.
Imperative Programming Temporary Teacher
Supervising "imperative programming" (C programming language) tutorials for freshman Computer Science students. Answering questions, debugging code, explaining the language and the Code::Block IDE when and where necessary.
Information Technology Temporary Teacher
Supervising IT tutorials aimed at preparing freshman students to pass their "Basic IT Concepts" (C2i) certificate. Answering questions, explaining bash scripting and the command-line interaction as well as HTML/CSS and standard computer office applications such as the web browser, text editor and spreadsheet.
Game Programmer
Development of a framework, written in C++, for game development on Android, Windows, Mac and Linux. Porting of Game Maker prototypes to these systems. I should probably have just used Unity, but when you're young you want to write your own game engine.
Research & Development Intern
3 months spent experimenting with Microsoft's Kinect Camera, using the open-source "libfreenect" and Primesense "NITE" libraries. Used a particle-based technique for detecting pointer objects in the image.http://www.intelligent-optimization.org/
William Dyce education
Master Of Science, Computer-Science
Bachelor Of Science, Computer-Science
Bachelor Of Science, Computer-Science
Frequently asked questions about William Dyce
Quick answers generated from the profile data available on this page.
What company does William Dyce work for?
William Dyce works for Ludeon Studios.
What is William Dyce's role at Ludeon Studios?
William Dyce is listed as Game Designer at Ludeon Studios.
What is William Dyce's email address?
AeroLeads has found 1 work email signal at @amplitude-studios.com for William Dyce at Ludeon Studios.
Where is William Dyce based?
William Dyce is based in Melbourne, Victoria, Australia while working with Ludeon Studios.
What companies has William Dyce worked for?
William Dyce has worked for Ludeon Studios, Twice Different, League Of Geeks, Amplitude Studios, and Le Cortex..
How can I contact William Dyce?
You can use AeroLeads to view verified contact signals for William Dyce at Ludeon Studios, including work email, phone, and LinkedIn data when available.
What schools did William Dyce attend?
William Dyce holds Master Of Science, Computer-Science from University Of Montpellier.
What skills is William Dyce known for?
William Dyce is listed with skills including Game Design, Programming, Fluent French, Game Development, Unity3D, Game Programming, Rapid Prototyping, and Fluent English.
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