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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!
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Game DesignerLudeon StudiosParis, Fr -
Technical DesignerTwice Different Oct 2024 - PresentMelbourne, Victoria, AustraliaNow 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.
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Content DesignerTwice Different May 2024 - Oct 2024Melbourne, Victoria, AustraliaWorking 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.
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Senior Technical DesignerLeague Of Geeks Nov 2022 - May 2024Melbourne, Victoria, AustraliaWorking 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 "the spreadsheet guy". I also have some light production management responsibilities for the game's AI. -
Game DirectorAmplitude Studios Jan 2022 - Oct 2022Canberra, Australian Capital Territory, AustraliaTop 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. When something goes wrong or someone on the team needs something then it falls to me to get it sorted out. -
Game Design ConsultantAmplitude Studios Dec 2021 - Jan 2022Canberra, Australian Capital Territory, AustraliaA 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 DesignerAmplitude Studios Oct 2020 - Nov 2021Paris, Île-De-France, FranceThe 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 and the other leads and attempt to maintain and communicate a consistent vision for the game so that it all holds together.In practice of course I still need to put out a certain number of fires by myself: prototyping in C#, fixing broken git repositories and Excel power requests, updating contradictory specifications, proof-reading and correcting in-game texts, training newcomers, putting together pitches in a hurry, finding compromises between passionate people, ... -
Senior Game DesignerAmplitude Studios Apr 2019 - Oct 2020Paris Area, FranceDesign 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 DesignerAmplitude Studios Jul 2015 - Mar 2019ParisWorking 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 data-entry and scripting in XML and C# to be done on a regular basis. -
Lead ProgrammerLe Cortex. Mar 2015 - Jul 2015Région De Paris, FranceStill 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.
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Game ProgrammerLe Cortex. Jun 2014 - Mar 2015Région De Paris, FranceHighly 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.
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Game DesignerSelf-Employed Oct 2013 - Jul 2015FranceDesign, 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 art-form ;)Sole proprietorship launched in October 2013 in order to formalise contracts with other organisations.
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Research & Development EngineerNaturalpad Sep 2013 - Jun 2014Région De Montpellier, FrancePrimarily 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 InternNaturalpad Mar 2013 - Sep 2013Région De Montpellier, FranceResearch 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 TeacherUniversité Montpellier 2 Mar 2014 - Apr 2014Région De Montpellier, FranceSupervising "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 G++ compilation the Code::Block IDE when and where necessary. -
Imperative Programming Temporary TeacherUniversité Montpellier 2 Jan 2013 - Mar 2013Région De Montpellier, FranceSupervising "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 TeacherUniversité Montpellier 2 Sep 2012 - Dec 2012Montpellier Area, FranceSupervising 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 ProgrammerSlak Games Jul 2011 - Feb 2012Montpellier, FranceDevelopment 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 InternLionlab Apr 2011 - Jun 2011Trente Et Alentours, Italie3 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 Skills
William Dyce Education Details
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Computer-Science -
Computer-Science -
Computer-Science
Frequently Asked Questions about William Dyce
What company does William Dyce work for?
William Dyce works for Ludeon Studios
What is William Dyce's role at the current company?
William Dyce's current role is Game Designer.
What is William Dyce's email address?
William Dyce's email address is wi****@****ail.com
What schools did William Dyce attend?
William Dyce attended University Of Montpellier, Università Degli Studi Di Trento / University Of Trento, University Of Montpellier.
What skills is William Dyce known for?
William Dyce has skills like Game Design, Programming, Fluent French, Game Development, Unity3d, Game Programming, Rapid Prototyping, Fluent English, C++, C#, Html 5, Android Sdk.
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William Dyce
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