Andrew Bailey

Senior Core Game Engineer II at Maxis Studios - EA
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Contact Information
us****@****om
(386) 825-5501
Location
West Vancouver, British Columbia, Canada, CA

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5.0

/5.0
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David Hewitt

I was fortunate to work with Andrew as part of the leadership team at Tantalus during a period of tremendous change and challenge. Andrew is an astonishingly capable technical visionary. He routinely astonished both the team and also our publishers and partners, by finding ways to unleash the team's creativity through powerful and flexible tech and tools... and also by somehow finding ways to make the hardware do things it really wasn't supposed to be able to do. It always felt as though pretty much anything was possible -- if Andrew Bailey was excited about it, he would find a way to will it into existence.

Robert Walkley

Andrew is one of the most talented, passionate, inspiring and experienced programmers I've worked with. As the CTO and co-founder of one of the most successful Australian independent developers, he was very hands on as the technical back bone of the company and an important mentor to me. Andrew designed, wrote and maintained our core engine and tool chain, in addition to being deeply involved in every game we developed. I always admired Andrew's willingness to discuss any ideas or decisions without letting ego get in the way, and was a fantastic leader and collaborator. In addition to that, he's an amazingly fast problem solver that never seemed to buckle under sometimes tough commercial pressures. Andrew is a rare talent who's wonderful to work with and one of only a small handful of people I'd recommend without any hesitation.

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Experience

    • United States
    • Computer Games
    • 100 - 200 Employee
    • Senior Core Game Engineer II
      • Mar 2022 - Present

    • United States
    • Entertainment Providers
    • 700 & Above Employee
    • Principal Software Engineer Central Tech
      • Jun 2017 - Mar 2022

      Lead and facilitator on technology and tools. Game engine code and enterprise full stack tools that enable the sharing of technologies between the various studios of Activision.  Engaging multiple studio collaboration.  Developed full stack crash dump collection service used by multiple studios for both development and live crashes.  Unifying and optimizing debug port runtime and tools to a single solution to be shared across all studios.  CI/CD work on inhouse continuous integration project ‘compass’.  Although based in Vancouver, I report to the VP of Central Technology in Los Angeles.  I manage and mentor the internships, as well as coordinate staff across CoD Studios. Show less

    • Canada
    • Computer Games
    • 100 - 200 Employee
    • Principal Programmer
      • Mar 2016 - Jun 2017

      Responsible for the technical direction of multi-title RTS ‘Essence’ Engine.  Planning and running backlog for Engine separation tasks.  Rearchitecting of Engine UI and rendering into separate threads.  Spearheaded major optimization initiatives.  I reported to CEO and formed part of a ‘board’ of principal leads.  I coordinated the engine team, a revolving group of programmers.  Credited on Dawn of War 3 Responsible for the technical direction of multi-title RTS ‘Essence’ Engine.  Planning and running backlog for Engine separation tasks.  Rearchitecting of Engine UI and rendering into separate threads.  Spearheaded major optimization initiatives.  I reported to CEO and formed part of a ‘board’ of principal leads.  I coordinated the engine team, a revolving group of programmers.  Credited on Dawn of War 3

  • Capcom Game Studio Vancouver
    • Vancouver, Canada Area
    • Senior Software Engineer
      • Feb 2014 - Mar 2016

      Responsible for defining direction and managing tasks involved in a major refactor of internal technologies. (ATG)  Engine requirements gathering (major internal report)  Planning and running backlog of Engine separation tasks.  Major optimizations to world streaming technology.  I reported to the CTO who headed the ATG group.  I directed about 4 to 6 programmers to perform refactoring tasks.  Credited on Dead Rising 3 Responsible for defining direction and managing tasks involved in a major refactor of internal technologies. (ATG)  Engine requirements gathering (major internal report)  Planning and running backlog of Engine separation tasks.  Major optimizations to world streaming technology.  I reported to the CTO who headed the ATG group.  I directed about 4 to 6 programmers to perform refactoring tasks.  Credited on Dead Rising 3

    • Canada
    • Computer Games
    • 1 - 100 Employee
    • Technical Director
      • Jun 2012 - Jan 2014

      Responsible for technical direction at Koolhaus games, Inhouse technologies development and problem solving. Role requirements included: Seat on Executive Board Technical Direction Build pipeline architecture Engine Architecture Mentoring HR Trouble shooting Responsible for technical direction at Koolhaus games, Inhouse technologies development and problem solving. Role requirements included: Seat on Executive Board Technical Direction Build pipeline architecture Engine Architecture Mentoring HR Trouble shooting

    • Computer Games
    • 1 - 100 Employee
    • CEO - Founder
      • Nov 2009 - Jun 2012

      Offer my services as a technical consultant and have successfully produced an in-house original product from scratch to market place (www.golemcrusades.com). I’ve solely designed and developed an AAA iOS game scheduled for release by a top tier publisher in January 2012. Role requirements included: Dealing with investors Engine Architecture Game Design HR Outsourcing management Offer my services as a technical consultant and have successfully produced an in-house original product from scratch to market place (www.golemcrusades.com). I’ve solely designed and developed an AAA iOS game scheduled for release by a top tier publisher in January 2012. Role requirements included: Dealing with investors Engine Architecture Game Design HR Outsourcing management

  • Twiitch
    • Melbourne, Australia
    • Contractor
      • 2011 - 2012

      Lead Programmer on Coco Loco and assisted on Kartworld for Melbourne industry veteran lead startup. Role requirements included: Content creation tools Engine Architecture Gameplay Programming Lead Programmer on Coco Loco and assisted on Kartworld for Melbourne industry veteran lead startup. Role requirements included: Content creation tools Engine Architecture Gameplay Programming

    • Australia
    • Computer Games
    • 1 - 100 Employee
    • CTO - Founder
      • Jan 1994 - Nov 2009

      Set and oversaw the technical vision and strategy of the company. I was one of the original founders of the company and sold my stake in 2006. In 2009 I resigned and setup Drop Spider Games. Role requirements included: Seat on Executive Board Technical Direction Build pipeline architecture Content creation tools Engine Architecture Mentoring HR Trouble shooting Set and oversaw the technical vision and strategy of the company. I was one of the original founders of the company and sold my stake in 2006. In 2009 I resigned and setup Drop Spider Games. Role requirements included: Seat on Executive Board Technical Direction Build pipeline architecture Content creation tools Engine Architecture Mentoring HR Trouble shooting

    • Computer Games
    • 1 - 100 Employee
    • Programmer
      • 1990 - 1993

      Game and Tools programmer. Game and Tools programmer.

    • Owner
      • Sep 1982 - Sep 1989

      Games Programmer and designer. Games Programmer and designer.

Education

  • University of Surrey
    BEng, Information Systems Engineering
    1986 - 1989

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