Twain Martin
VP of Engineering at Tempo- Claim this Profile
Click to upgrade to our gold package
for the full feature experience.
-
English -
Topline Score
Bio
Christopher Winters
I worked with Twain as the Art Director at Stomp Games (aka Tencent Boston). Twain joined the team with the goal to establish a secure server for a feature in our flagship product, Robot Rising. Not only was he able to bang out his initial goals quickly, but he saw gaps in the core development team and presented ideas and tools to help fill those gaps. Ultimately, his contributions helped in changing the direction of our product for the better and Twain was recognized for his efforts by the team and key stakeholders alike. Every studio has those people that can do their job well and those that not only are able to do their job but see the big picture of the product and offer their skills to make significant and meaningful change. Twain is the later and he is also one of the best developers I have ever had the privilege of working with in my 16+ year career. I would highly recommend Twain as a principal engineer to any company needing a seasoned developer that will use his Midas touch to improve all he is involved in.
Christopher Winters
I worked with Twain as the Art Director at Stomp Games (aka Tencent Boston). Twain joined the team with the goal to establish a secure server for a feature in our flagship product, Robot Rising. Not only was he able to bang out his initial goals quickly, but he saw gaps in the core development team and presented ideas and tools to help fill those gaps. Ultimately, his contributions helped in changing the direction of our product for the better and Twain was recognized for his efforts by the team and key stakeholders alike. Every studio has those people that can do their job well and those that not only are able to do their job but see the big picture of the product and offer their skills to make significant and meaningful change. Twain is the later and he is also one of the best developers I have ever had the privilege of working with in my 16+ year career. I would highly recommend Twain as a principal engineer to any company needing a seasoned developer that will use his Midas touch to improve all he is involved in.
Christopher Winters
I worked with Twain as the Art Director at Stomp Games (aka Tencent Boston). Twain joined the team with the goal to establish a secure server for a feature in our flagship product, Robot Rising. Not only was he able to bang out his initial goals quickly, but he saw gaps in the core development team and presented ideas and tools to help fill those gaps. Ultimately, his contributions helped in changing the direction of our product for the better and Twain was recognized for his efforts by the team and key stakeholders alike. Every studio has those people that can do their job well and those that not only are able to do their job but see the big picture of the product and offer their skills to make significant and meaningful change. Twain is the later and he is also one of the best developers I have ever had the privilege of working with in my 16+ year career. I would highly recommend Twain as a principal engineer to any company needing a seasoned developer that will use his Midas touch to improve all he is involved in.
Christopher Winters
I worked with Twain as the Art Director at Stomp Games (aka Tencent Boston). Twain joined the team with the goal to establish a secure server for a feature in our flagship product, Robot Rising. Not only was he able to bang out his initial goals quickly, but he saw gaps in the core development team and presented ideas and tools to help fill those gaps. Ultimately, his contributions helped in changing the direction of our product for the better and Twain was recognized for his efforts by the team and key stakeholders alike. Every studio has those people that can do their job well and those that not only are able to do their job but see the big picture of the product and offer their skills to make significant and meaningful change. Twain is the later and he is also one of the best developers I have ever had the privilege of working with in my 16+ year career. I would highly recommend Twain as a principal engineer to any company needing a seasoned developer that will use his Midas touch to improve all he is involved in.
Experience
-
Tempo
-
United States
-
Entertainment Providers
-
1 - 100 Employee
-
VP of Engineering
-
Nov 2022 - Present
-
-
-
Lazarwulf Technologies LLC
-
Austin, Texas, United States
-
CEO/Owner
-
Jan 2021 - Present
Consulting services, 30 years experience. Consulting services, 30 years experience.
-
-
-
Infinite Games
-
Technology, Information and Media
-
1 - 100 Employee
-
Chief Technology Officer
-
Jun 2022 - Dec 2022
-
-
-
SciPlay
-
United States
-
Computer Games
-
500 - 600 Employee
-
Principal Software Engineer
-
Nov 2021 - Jul 2022
-
-
-
Arkane Studios
-
France
-
Computer Games
-
200 - 300 Employee
-
Principal Online Engineer
-
Apr 2019 - Nov 2021
-
-
-
Certain Affinity
-
United States
-
Computer Games
-
100 - 200 Employee
-
Director Of Engineering
-
Nov 2018 - Apr 2019
Directing a team responsible for Meta game. Store, MatchMaking, Analytics and more ! Integration of server tech into Ue4 Define best practices for team Directing a team responsible for Meta game. Store, MatchMaking, Analytics and more ! Integration of server tech into Ue4 Define best practices for team
-
-
-
WaveDash Games
-
Oakland, Ca
-
Lead Network Engineer
-
Feb 2017 - Oct 2018
Built Server and Live ops teams. Responsible for all server tech, written from scratch, in C++. Working to scale in under a year with 2.5 programmers. Built multiple systems, including, but not limited to; Authentication, Matchmaker, Client "vpn tunnel", Custom Game servers, that work with Unity. Built Server and Live ops teams. Responsible for all server tech, written from scratch, in C++. Working to scale in under a year with 2.5 programmers. Built multiple systems, including, but not limited to; Authentication, Matchmaker, Client "vpn tunnel", Custom Game servers, that work with Unity.
-
-
-
Obsidian Entertainment
-
United States
-
Computer Games
-
100 - 200 Employee
-
Lead Network Engineer
-
Jul 2013 - Mar 2017
Built and Lead a team of server engineers working on MMO Armored Warfare. Built C++ server architecture from ground up. Built and managed a LiveOp team. Designed, Created and patented MatchMaker. Built Authentication system Created server dll for CryEngine, allowing for communications with full stack. Built and Lead a team of server engineers working on MMO Armored Warfare. Built C++ server architecture from ground up. Built and managed a LiveOp team. Designed, Created and patented MatchMaker. Built Authentication system Created server dll for CryEngine, allowing for communications with full stack.
-
-
-
Tencent Boston, Inc
-
Computer Games
-
1 - 100 Employee
-
Principal Engineer
-
Sep 2012 - Jul 2013
Designed, developed, and implemented modular real time server system in Java using Google Protocol buffers as the interface to Unity C# Created Dynamic Loot System supporting runtime modification of loot roll percentages which supports increasing the odds for paying customers and at strategic game intervals Advise programming team on best practices for client / server games Helped develop a security system allowing for client side combat with server validation Created C# tools allowing for rapid iteration of game systems thereby decreasing design iteration from days to minutes Designed and implemented original idea for upcoming Async Pvp feature Show less
-
-
-
gamigo US Inc.
-
United States
-
Computer Games
-
1 - 100 Employee
-
Principal Engineer
-
Jul 2011 - Aug 2012
Team Lead for Server and Tools teams (8 direct reports); responsible for managing, mentoring, training, and 1:1 development Instrumental in strategic planning of game technologies Work closely with engineers of all departments to develop their coding practices, intrapersonal skills, goals, and commitment to AAA quality Member of the Trion hiring team; interviewing and hiring for multiple departments Solely responsible for Localization. Including creation of a Localization pipeline with tool support that allows dynamic (in tool) and CSV export functionality Designed and oversaw the implementation of a fully scalable 99.99% uptime, shard-less server architecture for Shooter/MMO Defiance Increased server performance from 4 concurrent players, 450ms latency, 12 hour uptime to 1000 concurrent players per process, 15ms latency, and infinite uptime Designed and supervised creation of a rolling authentication, Client side combat system Pioneered concept of internal tools team; hired engineers, evaluated core technologies and determined best tools for game pipeline Developed relationships with Outsourcing, Data centers, MySql, Microsoft, and Sony Show less
-
-
-
-
Principal Engineer
-
Jun 2005 - Jul 2011
One of the founding members of the studio, responsible for architecting and implementing the core game and server code base Oversaw the architecture of the core game server systems Worked closely with both Art and Design in developing pipelines and technologies Responsible for creating several game systems, including; Creatures, Items, Spells, Vehicles, Factions, AI, Spawns, UI, sound and several others Performed initial creation of the internal SQL database structures Teach engineers principals of good coding practices, and client/server technology Show less
-
-
-
-
Owner/Programmer
-
Sep 2005 - Jan 2007
End to End development of iPhone Games Skyfighter. I was responsible for the Code, Art, and Design. Developed a 2d Sprite based, cross platform OpenGl engine for the iPhone. Create Alimony Counter iPhone app. Co-Created iTone. A musically tone generator game for the iPhone. End to End development of iPhone Games Skyfighter. I was responsible for the Code, Art, and Design. Developed a 2d Sprite based, cross platform OpenGl engine for the iPhone. Create Alimony Counter iPhone app. Co-Created iTone. A musically tone generator game for the iPhone.
-
-
-
Blizzard Entertainment
-
United States
-
Entertainment Providers
-
700 & Above Employee
-
Software Engineer
-
Jan 1997 - Jun 2005
One of the initial 8 members of the World Of Warcraft development team; saw the project through shipping and several patches Initially worked on the core database and game creation tools for the project Helped evolve and maintain the server architecture as well as client graphics One of two SQL DBA’s for the creation and architecture of the SQL databases Lead a team rewriting the visual effects, model, and animation systems; team was essential in WoW meeting its ship date. Implemented spawn, loot, items, dressing room and other game systems Lead a development team which created client/server support tools for the customer service department Show less
-
-
-
UTech
-
Technology, Information and Internet
-
1 - 100 Employee
-
Technician
-
Jun 1993 - Jan 1997
Created and maintained Paradox Database inventory system for equipment and parts related to support. Created and maintained Paradox Database inventory system for equipment and parts related to support.
-
-
Education
-
California State University, Bakersfield
Computer Science -
California State University
Computer Science