Kent Ward

Software Engineer II at Engineering & Computer Simulations
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Contact Information
us****@****om
(386) 825-5501
Location
Orlando, Florida, United States, US

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5.0

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Daniel Bahamon

Kent is one of the best teachers at Full Sail University, not only does he have great knowledge about the subjects that he teaches but he also has great passion and commitment to help others. I would definitely recommend Kent to any game company or school he applies to. There is a great future ahead of him.

David Brown

Kent is one powerhouse of a Lab Specialist at Full Sail. He stands out above his peers as the "go to guy" in his labs. He radiates enthusiasm and uses humor keep the students interested. He has impressed me with how much he cares about the students and is always pushing them to succeed. He has a passion for games and game design and is always working on game projects on the side or reading books on design. I worked with Kent during the Global Game Jam and would welcome the chance to work with him again in the future.

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Experience

    • United States
    • Software Development
    • 100 - 200 Employee
    • Software Engineer II
      • Jul 2021 - Jul 2023

      - C#, JavaScript, and Unity3D development on military trainers such as PM Cargo, EOS AMPS, and VA Gaming. _ Worked with project management and documentation tools such as Jira, Crucible, and Confluence - C#, JavaScript, and Unity3D development on military trainers such as PM Cargo, EOS AMPS, and VA Gaming. _ Worked with project management and documentation tools such as Jira, Crucible, and Confluence

    • United States
    • Defense & Space
    • 1 - 100 Employee
    • Software Engineer
      • Apr 2016 - Jan 2021

      C#, Unity3D, and WPF development and testing for military training simulations in the MRTS program. Worked on primarily on the development component behaviors, object interactions, tools, scripting, UI design, and unit testing on several government contracts in the MRTS program. C#, Unity3D, and WPF development and testing for military training simulations in the MRTS program. Worked on primarily on the development component behaviors, object interactions, tools, scripting, UI design, and unit testing on several government contracts in the MRTS program.

    • Software Engineer
      • Feb 2015 - Feb 2016

      Programming (C++), testing, and writing test cases for simulation training programs for the military. Technical Support Services Joint Venture was a part of Bering Straits Native Corporation. Programming (C++), testing, and writing test cases for simulation training programs for the military. Technical Support Services Joint Venture was a part of Bering Straits Native Corporation.

    • United States
    • Defense & Space
    • 1 - 100 Employee
    • Software Engineer
      • Feb 2014 - May 2014

      I was a software engineer for a B-52 CAF DMO contract that required a security clearance for development. Assignments included: - Preliminary design for B52 CAF DMO upgrade - Writing of test plans for B52 CAF DMO upgrade - Development of C XML-RPC client interface prototype I was a software engineer for a B-52 CAF DMO contract that required a security clearance for development. Assignments included: - Preliminary design for B52 CAF DMO upgrade - Writing of test plans for B52 CAF DMO upgrade - Development of C XML-RPC client interface prototype

    • United States
    • Entertainment Providers
    • 700 & Above Employee
    • Software Engineer
      • Oct 2012 - Feb 2013

      Worked with Electronic Arts Tiburon on contract for NCAA Football '14, primarily integrating a commerce package for an unannounced new feature. Also handled propping up downloadable content information to Sony and Microsoft's stores. Worked with Electronic Arts Tiburon on contract for NCAA Football '14, primarily integrating a commerce package for an unannounced new feature. Also handled propping up downloadable content information to Sony and Microsoft's stores.

    • United States
    • Staffing and Recruiting
    • 100 - 200 Employee
    • Software Engineer
      • Apr 2012 - Aug 2012

      Worked as a contractor with Cubic Simulation Systems Division as a software engineer. I fixed interface bugs for a product used for training. Also prepared packages for internationalization. Worked as a contractor with Cubic Simulation Systems Division as a software engineer. I fixed interface bugs for a product used for training. Also prepared packages for internationalization.

    • United States
    • Entertainment Providers
    • 700 & Above Employee
    • Software Engineer
      • Sep 2011 - Mar 2012

      Worked on the graphics engineering team for the relaunch of the NBA Live franchise. Implemented code to load art assets for arenas, courts, coaches, player gear, and stanchions. Provided artists with plugins, builders, and interface for the GameChanger software used for exporting art assets into game formats. Worked on the graphics engineering team for the relaunch of the NBA Live franchise. Implemented code to load art assets for arenas, courts, coaches, player gear, and stanchions. Provided artists with plugins, builders, and interface for the GameChanger software used for exporting art assets into game formats.

    • Game Designer
      • May 2008 - Aug 2011

      I design and develop games in my free time. Below are games that are finished and have been made playable to the public. Live Action Games: Swords of Orlandia II(2008) Swords of Orlandia III(2009) Skies of Orlandia(2010) Conquerors of Neo-Orlandia(2011) Each game was played by hundreds of people over the course of a weekend. My tasks included managing a team of game designers, artists, story writers, and game masters to design and produce a game for more than several… Show more I design and develop games in my free time. Below are games that are finished and have been made playable to the public. Live Action Games: Swords of Orlandia II(2008) Swords of Orlandia III(2009) Skies of Orlandia(2010) Conquerors of Neo-Orlandia(2011) Each game was played by hundreds of people over the course of a weekend. My tasks included managing a team of game designers, artists, story writers, and game masters to design and produce a game for more than several months during our free time and then run the game at the annual Anime Festival Orlando, our client for each game. In addition, I managed all documentation for the game that included game mechanics, player economy, rules for player vs player competition, quests, mini-games, achievements, leveling up, and game master policies. I develop a lot of these concepts with my team every year. With each game's end, we hold a direct feedback session with the players and follow that up with an internal post-mortem meeting to evaluate the strengths and weaknesses of each game to determine what to do with the next game. Show less I design and develop games in my free time. Below are games that are finished and have been made playable to the public. Live Action Games: Swords of Orlandia II(2008) Swords of Orlandia III(2009) Skies of Orlandia(2010) Conquerors of Neo-Orlandia(2011) Each game was played by hundreds of people over the course of a weekend. My tasks included managing a team of game designers, artists, story writers, and game masters to design and produce a game for more than several… Show more I design and develop games in my free time. Below are games that are finished and have been made playable to the public. Live Action Games: Swords of Orlandia II(2008) Swords of Orlandia III(2009) Skies of Orlandia(2010) Conquerors of Neo-Orlandia(2011) Each game was played by hundreds of people over the course of a weekend. My tasks included managing a team of game designers, artists, story writers, and game masters to design and produce a game for more than several months during our free time and then run the game at the annual Anime Festival Orlando, our client for each game. In addition, I managed all documentation for the game that included game mechanics, player economy, rules for player vs player competition, quests, mini-games, achievements, leveling up, and game master policies. I develop a lot of these concepts with my team every year. With each game's end, we hold a direct feedback session with the players and follow that up with an internal post-mortem meeting to evaluate the strengths and weaknesses of each game to determine what to do with the next game. Show less

    • United States
    • Entertainment Providers
    • 700 & Above Employee
    • Pipeline Engineer
      • Oct 2010 - Feb 2011

      Contract with Electronic Arts Tiburon. Worked on the Central Graphics & Infrastructure team as a pipeline engineer to maintain and update artist tools and the asset pipeline. Credited on Madden NFL '12 and NCAA Football '12. Contract with Electronic Arts Tiburon. Worked on the Central Graphics & Infrastructure team as a pipeline engineer to maintain and update artist tools and the asset pipeline. Credited on Madden NFL '12 and NCAA Football '12.

    • United States
    • Defense and Space Manufacturing
    • 700 & Above Employee
    • Simulation Scientist
      • Nov 2009 - Jul 2010

      •Tools programming for several products funded by the U.S. Army •Building terrain databases based on LIDAR data provided by customers •Writing code that would work for multiple compilers on Linux and Windows •Tools programming for several products funded by the U.S. Army •Building terrain databases based on LIDAR data provided by customers •Writing code that would work for multiple compilers on Linux and Windows

    • United States
    • Higher Education
    • 700 & Above Employee
    • Lab Specialist - Engine Development
      • May 2006 - Nov 2009

      Tasks Include the following: • In charge of labs for courses in Full Sail University’s Game Development program such as Engine Development I, OpenGL, and Real Time Animation • Creation of lab assignments that deal with C++, collision detection, OpenGL, Maya’s C++ API, animation systems, and game engine concepts • Creating, updating, and presenting lecture material to students every term • Exhibit leadership in labs by guiding students to success, training new lab specialists, and… Show more Tasks Include the following: • In charge of labs for courses in Full Sail University’s Game Development program such as Engine Development I, OpenGL, and Real Time Animation • Creation of lab assignments that deal with C++, collision detection, OpenGL, Maya’s C++ API, animation systems, and game engine concepts • Creating, updating, and presenting lecture material to students every term • Exhibit leadership in labs by guiding students to success, training new lab specialists, and maintaining a professional working environment • Participation in extra-curricular activities such as being the faculty sponsor of a school club, speaking at the “Behind the Scenes Tour” open house, and various game projects

    • Student Representative
      • Sep 2004 - May 2006

      Tasks included the following: • Booking and giving tours of the campus • Speaking with prospective students over the phone about Full Sail along with their goals with both their career and enrollment. • Working the "Behind the Scenes Tour", the monthly Full Sail open house

    • United States
    • Retail
    • 700 & Above Employee
    • Sales Associate/Game Advisor
      • Oct 2001 - Mar 2004

      Tasks included the following: • Selling new and used videogames and consoles • Selling subscriptions to the company magazine, Game Informer, as well as reservations for upcoming games. • Assisting customers with information on various products • Maintained the store's clean and organized appearance Tasks included the following: • Selling new and used videogames and consoles • Selling subscriptions to the company magazine, Game Informer, as well as reservations for upcoming games. • Assisting customers with information on various products • Maintained the store's clean and organized appearance

Education

  • Full Sail University
    Bachelor of Science, Game Design and Development
    2003 - 2005

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