Self-taught game, app, and web programmer with over 20 years of experience, of which 15 years have been working in various versions of the Unreal Engine. I enjoy working on any problem whether it's managerial or technical, because I simply love coming up with solutions.
Leading a team of engineers, QA, and producers on the production and release of the UE5 sequel to our UE3-based SMITE, targeting Steam, Epic, Windows Store, Xbox Series X, and PS5 using the RallyHere platform. Particularly focused on getting the game through the platform certification processes.
Lead various groups of engineers toward developing a series of UE5 plugins and backend APIs to power Games as a Service products.
Leading a team of engineers from the central services group and integrating myself directly into the game team, helped shape up and ship out Hi-Rez's highest quality game to date.
Joined the leadership team overseeing the direction of Hi-Rez's first large scale UE4 game targeting Windows, Xbox Series X, Xbox One, PS5, PS4, and Switch. Was directly managing the client programming team focusing on out-of-game systems (real money purchases, friends, parties, progression, etc.) across all platforms.
Leading a team of 40 to 80 developers/artists on full production pipeline for Paladins targeting Windows, Mac, Xbox One, PS4, and Switch.
Leading a team of 20 developers/artists on full production pipeline for Realm Royale targeting Windows, Xbox One, PS4, and Switch.
Overseeing leads of gameplay programmers, UI developers, production staff, and QA on SMITE targeting Windows, Mac, Xbox One, and PS4. Had just over 20 reports across four departments.
Developed various backend technologies including Nintendo, Google, and Facebook authentication systems, as well as Nintendo purchasing and inventory validation.
Outside of full-time employment, developed this small WebGL Puzzle Game from scratch to learn WebGL. Developed an layered random pattern generation algorithm piggybacking on an existing seedable deterministic randomization algorithm called Mersenne Twister.
Lead a small team of programmers on an unannounced project. Developed a cross platform C++ library for both iOS and Android. Consistently swapped between iOS (Swift and Objective-C) and Android (Java and JNI) focused development to keep both platforms in sync.
Leading a small team of programmers working within a medium sized team on the first mobile game for Hi-Rez Studios built from the ground up using Unity 4.6 targeting both iOS and Android. Architected numerous systems, built a prolific tool suite, and optimized the loading, gameplay, and rendering systems to keep the min spec devices running at desired framerates. Required communicating across disciplines, which seems to be a strength of mine. Continually coordinated with project lead/producer/lead designer making key decisions to keep all aspects of the project moving along in the desired direction. Once I moved on from the project, I was asked to continue helping on a part-time contract basis.
Contracted through Zimmdot to work with another developer to port this Flash game to Xbox One and PS4 via Scaleform. Had to overcome numerous technical limitations, as Scaleform and it's ActionScript interpreter were not optimized for handling certain aspects of The Banner Saga's code architecture on consoles.
Contracted through Zimmdot to work solo on an Xbox One port and with another developer on the WiiU port of this Cocos2d-x game. Required working with an OpenGL to DirectX translation layer for the Xbox One written in C and helping write an OpenGL to GX2 translation layer for the WiiU.
Contracted by an individual to help prototype first stages of an Unreal Engine 4 game using a mix of a twin stick free camera movement and a third person over the shoulder camera with smooth transitions between the 2 modes. Added blueprint volume based camera transition support to allow level designers to choose when each camera type should be used.
Contracted through Zimmdot to make a mobile version of the LakePoint website. Additional interactivity was added to the app, such as push notifications, but ultimately the client's website wasn't ready to handle the app quite yet. The project was put on hold and I believe another Zimmdot developer was eventually assigned to complete the project.
Jumped onto the already in development project, quickly proved myself useful and capable of tackling any task thrown at me. Headed up adding singleplayer to this multiplayer centric game, based on a fleshed out design document.
Jumped onto the existing free-to-play project, which was already loved by millions of players. Integrated new monetization and virality features, updated game to Unity 4 and latest version of all plugins, improved UI flow, and fixed a slew of bugs along the way.
Outside of full-time employment, developed this small Unity based iOS, Android, and Web game. Guided small team of developers to a highly polished final product that has been very well received. Developed without using any Unity plugins, just 3D planes and my own spritesheet implementation.
Architected and developed a C# Unity based mobile racing game along with an interactive mobile app style interface for the game. Partially lead the small team of developers to a final product on a very tight schedule, which the end client was ecstatically happy with.
Took over the programming of the existing UDK project in a very messy state. Quickly jumped in and started sorting out issues while continuing to develop new features. Got game into a rough, but playable state to allow the team to start their Kickstarter campaign.
Contracting through Zimmdot, branched from Bluff Mobile iOS/Android application and redesigned app to fit Fight! Magazine using Objective-C, Java, jQuery Mobile, JavaScript, CSS, and HTML5. Continued provide development and support intermittently since release of app.
Contracting through Zimmdot, expanded and improved Bluff Magazine's existing mobile iOS and Android app using Objective-C, Java, jQuery Mobile, JavaScript, CSS, and HTML5. Continued provide development and support intermittently since release of app.
Contracting through Zimmdot and working with a small team of junior programmed, developed multi-threaded DirectX/Win32 application that used Flash/Scaleform/ActionScript to power its interface and heavily relied on a multi-threaded WinHTTP implementation that I wrote to request and relay the JSON social media data.
Contracting through Zimmdot and using design specifications provided by ASCCP, developed iOS and Android app using Objective-C, Java, JavaScript, and JSON. Worked with client to finalize project to meet their shifting requirements and expectations.
With no C#, Unity, nor XNA experience, was tasked with developing a managed to unmanaged bridge to allow Unity and XNA projects to interface with Steamworks without needing to handle the data marshalling. Thanks to extensive previous experience with Steamworks, was able to have an initial build with over 50% coverage of the Steamworks SDK available within 2 months. Later added OSX support for cross-platform Unity games on Steam.
Outside of full-time employment, developed this hyper fast multi-threaded cross platform 2D renderer with optimized loading via file cache, basic GUI elements, and the beginnings of a "fully featured" editor.
Contracting through Zimmdot, ported existing Android Honeycomb app to Google TV and Ice Cream Sandwich. Was later contracted to do a code and performance review of a new version of their Android app. Improved performance by up to 20% during certain interactions.
Contracting through Zimmdot, ported existing Unreal Engine 3 based Windows PC game both Mac and Linux.
Outside of full-time employment, developed OpenGL/OpenAL engine and game from scratch for Windows, Mac, and iOS. Guided small team of developers to a highly polished final product that was ultimately not very easy to play due to bad game design choices.
Contracting through Zimmdot, ported existing Unreal Engine 3 based PC game to an unreleased Qualcomm Android CPU/GPU chipset to be released as a launch title for the device. I don't believe this was ever released as some aspect of the deal fell through.
Worked as part of a larger team of programmers, guided by the CEO/Lead Programmer, to develop a full AAA Unreal Engine 3 game for Windows. I served as a guide for other programmers, as needed, as well as designing and developing a number of core systems for the game. Also later contracted by Tripwire Interactive to expand the Steamworks integration of the game.
Worked alongside the CEO/Lead Programmer to turn the Killing Floor mod into a proper retail product on a very tight schedule. In order to release the best game possible, I willingly worked overtime for 3 months straight including a 100+ hour week just before the release. After release, continuous patches were made while RO2 was being developed. In particular, ran a public beta myself to help improve game balance, but was required to do this outside of office hours.
Jumped into Unreal Engine 2.5 without any prior experience and quickly fixed a number of bugs to be released in the next patch. Continued fixing bugs and improving existing features as reported/requested by the community filtered through our community manager/lead QA while learning Unreal Engine 3 for the sequel, Red Orchestra 2.
General Game Programmer with a specialization in GUI Design/Development. Also did a number of miscellaneous tasks including converting legacy file formats over to new XML standards.
Worked with other disciplines in an attempt to develop undesigned systems thrown at us by the CEO's son. Eventually, investors removed all upper management and a cohesive plan was finally made, but this was after I left the company.
Worked with community to determine which issues needed to be addressed in the next patch. Major improvements were made and overall stability of the game was improved, but management decided not to release the update.
Dayle Flowers — dayleflowers@gmail.com — (770) 377-1248