Richard Martija
Senior Multiplayer Engineer at Undead Labs- Claim this Profile
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Bio
Patrick Cavit
Richard and I worked together while building Crucible and every single time we worked on a feature I could see just how good he is. Richard has a thoughtful, pragmatic approach to software development that makes every project he works on all the better for it. He was also consistently one of the most knowledgeable people on the team and always seemed to know exactly where or how to find the info someone might happen to need. I don't know how he did that, but the entire team benefited tremendously from it. I'm disappointed that we don't get to work together any more and hope that someday we'll cross paths again!
Laura Franke
I got to work as an artist on the same team as Richard at WildCard Games. As a senior developer, Richard was responsible for some very complex, delicate and time-consuming mechanics while working at our company. There were many times that the only way to get it done was just to grind through it. Richard has put in countless grueling hours setting up and working in unfamiliar structures, and tackling bugs in older projects. It looked taxing, but he took it all in stride. Even after putting in all that effort, he never made the mistake of being too attached to his work, so it was never an issue if it needed to be changed or scrapped completely. He is great at troubleshooting and thinking through solutions, and the results are always fantastic!
Patrick Cavit
Richard and I worked together while building Crucible and every single time we worked on a feature I could see just how good he is. Richard has a thoughtful, pragmatic approach to software development that makes every project he works on all the better for it. He was also consistently one of the most knowledgeable people on the team and always seemed to know exactly where or how to find the info someone might happen to need. I don't know how he did that, but the entire team benefited tremendously from it. I'm disappointed that we don't get to work together any more and hope that someday we'll cross paths again!
Laura Franke
I got to work as an artist on the same team as Richard at WildCard Games. As a senior developer, Richard was responsible for some very complex, delicate and time-consuming mechanics while working at our company. There were many times that the only way to get it done was just to grind through it. Richard has put in countless grueling hours setting up and working in unfamiliar structures, and tackling bugs in older projects. It looked taxing, but he took it all in stride. Even after putting in all that effort, he never made the mistake of being too attached to his work, so it was never an issue if it needed to be changed or scrapped completely. He is great at troubleshooting and thinking through solutions, and the results are always fantastic!
Patrick Cavit
Richard and I worked together while building Crucible and every single time we worked on a feature I could see just how good he is. Richard has a thoughtful, pragmatic approach to software development that makes every project he works on all the better for it. He was also consistently one of the most knowledgeable people on the team and always seemed to know exactly where or how to find the info someone might happen to need. I don't know how he did that, but the entire team benefited tremendously from it. I'm disappointed that we don't get to work together any more and hope that someday we'll cross paths again!
Laura Franke
I got to work as an artist on the same team as Richard at WildCard Games. As a senior developer, Richard was responsible for some very complex, delicate and time-consuming mechanics while working at our company. There were many times that the only way to get it done was just to grind through it. Richard has put in countless grueling hours setting up and working in unfamiliar structures, and tackling bugs in older projects. It looked taxing, but he took it all in stride. Even after putting in all that effort, he never made the mistake of being too attached to his work, so it was never an issue if it needed to be changed or scrapped completely. He is great at troubleshooting and thinking through solutions, and the results are always fantastic!
Patrick Cavit
Richard and I worked together while building Crucible and every single time we worked on a feature I could see just how good he is. Richard has a thoughtful, pragmatic approach to software development that makes every project he works on all the better for it. He was also consistently one of the most knowledgeable people on the team and always seemed to know exactly where or how to find the info someone might happen to need. I don't know how he did that, but the entire team benefited tremendously from it. I'm disappointed that we don't get to work together any more and hope that someday we'll cross paths again!
Laura Franke
I got to work as an artist on the same team as Richard at WildCard Games. As a senior developer, Richard was responsible for some very complex, delicate and time-consuming mechanics while working at our company. There were many times that the only way to get it done was just to grind through it. Richard has put in countless grueling hours setting up and working in unfamiliar structures, and tackling bugs in older projects. It looked taxing, but he took it all in stride. Even after putting in all that effort, he never made the mistake of being too attached to his work, so it was never an issue if it needed to be changed or scrapped completely. He is great at troubleshooting and thinking through solutions, and the results are always fantastic!
Experience
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Undead Labs
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United States
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Computer Games
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1 - 100 Employee
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Senior Multiplayer Engineer
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Oct 2020 - Present
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Co-Founder
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2014 - Present
I handle all business operations, promotion/marketing, contracting, and licensing for Warding Circle. I also served as the Producer, Editor, and Co-Author for Mysteries of the Yokai, a kickstarter-funded tabletop RPG. I handle all business operations, promotion/marketing, contracting, and licensing for Warding Circle. I also served as the Producer, Editor, and Co-Author for Mysteries of the Yokai, a kickstarter-funded tabletop RPG.
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Amazon
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United States
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Software Development
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700 & Above Employee
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Relentless Studios: Software Development Engineer (Amazon Games Studios contracted via Nimble LLC)
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Jun 2018 - Oct 2020
Developer on Crucible, a AAA hero shooter for PC Developer on Crucible, a AAA hero shooter for PC
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WildCard Games
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United States
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Mobile Gaming Apps
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1 - 100 Employee
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Senior Game Developer
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Feb 2017 - Jun 2018
Shipped Titles: Blackjack Legends (iOS, Android) written in Unity C# Ultimate Cribbage (iOS, Android, Facebook Gameroom) written in Unity C# Shipped Titles: Blackjack Legends (iOS, Android) written in Unity C# Ultimate Cribbage (iOS, Android, Facebook Gameroom) written in Unity C#
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WildTangent
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United States
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Software Development
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1 - 100 Employee
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Game Developer
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Nov 2014 - Feb 2017
Shipped Titles: Poker Play (iOS, Google Play, Amazon) written in Unity C# Essentials Slot Machines (iOS, Google Play, Amazon) written in Unity C# WildTangent Slots (iOS, Google Play) written in Unity C# WildTangent Casino (iOS, Google Play) written in Unity C# Blackjack Plus (iOS, Google Play, WebGL) written in Unity C# Shipped Titles: Poker Play (iOS, Google Play, Amazon) written in Unity C# Essentials Slot Machines (iOS, Google Play, Amazon) written in Unity C# WildTangent Slots (iOS, Google Play) written in Unity C# WildTangent Casino (iOS, Google Play) written in Unity C# Blackjack Plus (iOS, Google Play, WebGL) written in Unity C#
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Fugazo, Inc.
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Computer Games
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Game Developer
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Dec 2012 - Nov 2014
Principal programmer on Cooking Academy: Restaurant Royale (PC, iOS) written in C++ and Objective C Lead programmer on IGT Slots: 100 Pandas (PC, Mac) written in Unity C# Principal programmer on Cooking Academy: Restaurant Royale (PC, iOS) written in C++ and Objective C Lead programmer on IGT Slots: 100 Pandas (PC, Mac) written in Unity C#
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Disney Media & Entertainment Distribution
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United States
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Entertainment Providers
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700 & Above Employee
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Game Developer
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Nov 2011 - Nov 2012
Worked on iOS client for an unreleased Massively Multiplayer Online Game. Ported Action Script 2 and Action Script 3 code to C++ and Objective C. Also wrote engine features and designed data structures for and iOS client. Worked on iOS client for an unreleased Massively Multiplayer Online Game. Ported Action Script 2 and Action Script 3 code to C++ and Objective C. Also wrote engine features and designed data structures for and iOS client.
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Microsoft
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United States
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Software Development
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700 & Above Employee
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Test Associate 2
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Mar 2011 - Nov 2011
Age of Empires Online (PC) Halo Waypoint (Xbox 360) Kinect Disneyland Adventures (Xbox 360) Age of Empires Online (PC) Halo Waypoint (Xbox 360) Kinect Disneyland Adventures (Xbox 360)
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Education
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Digipen Institute of Technology
Bachelor of Science, Real time Interactive Simulation