John Pile Jr

Technical Director | Principal Engineering Manager at Schell Games
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Contact Information
us****@****om
(386) 825-5501
Location
Gibsonia, Pennsylvania, United States, US

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Experience

    • United States
    • Computer Games
    • 100 - 200 Employee
    • Technical Director | Principal Engineering Manager
      • Mar 2022 - Present

      Current Responsibilities: * Technical Director for our next (Unannounced) multiplayer, Mixed Reality Game * Engineering Manager within a matrixed organization Past: * Technical Director for Cloudbreakers, a Holoride Experience (VR in the Car) Current Responsibilities: * Technical Director for our next (Unannounced) multiplayer, Mixed Reality Game * Engineering Manager within a matrixed organization Past: * Technical Director for Cloudbreakers, a Holoride Experience (VR in the Car)

    • United States
    • Software Development
    • 700 & Above Employee
    • Principal Engineering Manager (Mixed Reality)
      • Sep 2015 - Mar 2022

      Engineering management and technical leadership with the principals of Creating Clarity, Generating Energy, and Delivering Success in order to build world-class XR-enabled applications (HoloLens, iOS, Android)* Leading teams of 20+ developers focused on rapid development and customer engagement.* Focused on Management Excellence, Shipping Products, and Empowering our Customers* Active advocate and driving Diversity & Inclusion initiatives across the org

    • Senior Engineering Manager (Mixed Reality)
      • Jan 2017 - Jan 2019

      I led cross-discipline teams to help build and ship a suite of Mixed Reality applications (HoloLens, Mobile AR, (iOS/Android), and VR) for the Modern Workplace. This includes the applications and experiences that would eventually become branded as Microsoft Layout, Microsoft Dynamics 365 Guides, and Microsoft Dynamics 365 Product Visualize.

    • Senior Software Engineer (HoloLens)
      • Sep 2015 - Jan 2017

      Developed and Shipped Actiongram, a V1 HoloLens including:* Designed, engineered, and deployed our content creation pipeline* Improved performance and customer experience of content delivery system* Led engineering efforts to improve quality of holograms and graphics systems* Supported a cross-discipline team

    • United States
    • Entertainment Providers
    • Lead Software Engineer (Graphics and Tools)
      • Aug 2014 - Jul 2015

      In addition to gameplay programming, I was responsible for creating a new artist pipeline (mega-texturing, effects (FX), parallax tool, and graphics systems) in support of games built for PS4/Xbox One/PC and mobile (iOS, Android). Primarily in Unity3D game engine. In addition to gameplay programming, I was responsible for creating a new artist pipeline (mega-texturing, effects (FX), parallax tool, and graphics systems) in support of games built for PS4/Xbox One/PC and mobile (iOS, Android). Primarily in Unity3D game engine.

    • United States
    • Higher Education
    • 700 & Above Employee
    • Program Director | Assistant Professor for Game Programming
      • Jul 2010 - Jun 2014

      As PD, I was responsible for the design and implementation of an undergraduate game development curriculum for 150 students. This included mentoring students, securing grants, establishing a game industry advisory panel, as well as designing and teaching courses in C++, Design Patterns, Computer Graphics, Game Physics, Game Networking, Console Programming, and Mobile Development. In addition, I taught evening tutorials in Unity and Python and authored a book on 2D Graphics Programming (published by CRC Press). • Developed courses for the Game Studio including Advanced Graphics Programming, Game Physics, and Game Networking. • Designed Minor in Game Programming • Achieved 95% employment rate for program graduates (15+ grads/year) • Secured $250,000 sponsorship from Autodesk for Autodesk Gameware software tools • Personally advised and mentored over 100 recent graduates and Junior Engineers • Established and maintained a 12 member Game Industry Advisory Panel (incl. Microsoft, Sony, Turbine, Warner Bros Games, Crystal Dynamics, Iron Galaxy, Glass Bottom Games, DeNA, FitBit, & Ninja Kiwi) • Dramatically improved retention through improvements in educational quality, rigor, and student engagement bringing total number of undergraduate students from 50 to 150 in just 4 years. Show less

    • United Kingdom
    • Computer Games
    • Software Engineer (Gameplay, Graphics)
      • Dec 2007 - Jun 2010

      At Proper Games I was a developer on a proprietary game engine built in C++/OpenGL/DirectX, primarily focused on Graphics/UX and Platform Integration for iOS, XBOX 360, and PS3. In 3 years I helped build 4 games including Flock!, the 2009 BAFTA Scotland Game of the Year. Moving Day on iOS (2011) Crackdown 2: Toybox (2011) Final Fight: Double Impact (2010) Flock! (2009) BAFTA Scotland: 2009 Game of the Year At Proper Games I was a developer on a proprietary game engine built in C++/OpenGL/DirectX, primarily focused on Graphics/UX and Platform Integration for iOS, XBOX 360, and PS3. In 3 years I helped build 4 games including Flock!, the 2009 BAFTA Scotland Game of the Year. Moving Day on iOS (2011) Crackdown 2: Toybox (2011) Final Fight: Double Impact (2010) Flock! (2009) BAFTA Scotland: 2009 Game of the Year

    • Computer Games
    • Software Engineering Consultant
      • May 2007 - Dec 2007

      GunPile Games is a catch-all for game industry freelance, consulting, and independent game development; Since 2002. In addition, be sure to check out my prototypes for realtime ray tracing on the Xbox 360, mega-texturing parallax editor, and other computer graphics experiments. * "Mind Blown" released, an interactive voice-enabled game for Alexa enabled devices (2016) #AmazonDot #Alexa * Algorithm Development for Birnam Wood Games (Consulting, 2013 - 2014) * Advising, Coding, and Project Management for The Emergent Media Center (2012 - 2014) * Curriculum Development for University of New Hampshire (2012) * "AliEnd" released; Partnership with game industry veterans in which we developed a small game for Android including Kindle Fire tablets. (2012) * Web Development for White Space Solutions (2009), AAESP (2013-2017), Bradley International (2012-2018) * Web, Middleware, and Database Development for Wyatt Enterprises Inc (2003 - 2006) Show less

    • United States
    • Higher Education
    • 500 - 600 Employee
    • Senior Software Engineer (Core Applications)
      • Sep 2000 - Mar 2007

      I was responsible for the middleware communication between multiple front-end applications and large back-end databases and web services servicing 30,000+ students and faculty.

    • Lead Software Engineer (Financial Systems)
      • Sep 2002 - Aug 2004

      As lead, I was responsible for mentoring junior developers and transitioning the University’s Financial Systems database system to web-based reporting tools.

    • System Analyst, EPSCoR
      • Sep 2000 - Sep 2001

      I was responsible for developing a series of database driven tools for use by grant administrators under the EPSCoR (Experimental Programs to Stimulate Competitive Research) initiative at the University of Alaska.

  • R. Douglas Stone Associates
    • Orlando, Florida Area
    • Rendering Engineer
      • Aug 1993 - Jul 1994

      Autocad 2D and 3D Rendering, Drafting, and Computing Services for small engineering company. Autocad 2D and 3D Rendering, Drafting, and Computing Services for small engineering company.

Education

  • University of Abertay Dundee
    Master's of Science (MSc), Software Engineering (Computer Games Technology)
    2007 - 2008
  • Fairmont State University
    Bachelor of Science (BSc), Mathematics (Physics)
    1994 - 2000
  • University of California San Diego
    Continuing Education in Bioinformatics, Honors
    2017 -

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