Brad Pickering

Technical Director at Ripple Effect Studios
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Contact Information
us****@****om
(386) 825-5501
Location
Arcadia, California, United States, US

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Experience

    • United States
    • Computer Games
    • 1 - 100 Employee
    • Technical Director
      • Mar 2023 - Present

    • Online Technical Director
      • Jul 2021 - Apr 2023

    • Sweden
    • Computer Games
    • 300 - 400 Employee
    • Online Technical Director
      • May 2020 - Apr 2023

    • Senior Software Engineer
      • May 2018 - May 2020

    • United States
    • Entertainment Providers
    • 700 & Above Employee
    • Senior Lead Software Engineer
      • Dec 2015 - May 2018

      Multiplayer programmer on Star Wars: Rivals. Added client / server multiplayer using UNET modified to support Photon as the transport layer. Implemented Unity APIs in C# to run multithreaded authoritative servers as a plugin hosted by Photon. Created automated bot for load tests and scripts to deploy and run thousands of simulated users using headless clients. Wrote build and deploy scripts for deployment to Photon including secure handling of secrets and credentials. Monitored and debugged servers using Splunk. Show less

    • United States
    • Computer Games
    • 1 - 100 Employee
    • Senior Software Engineer
      • Oct 2011 - Nov 2015

      Multiplayer programmer on KingsRoad - https://www.youtube.com/user/KingsRoadRPG . Added client / server multiplayer to the single player prototype. Converted server from ActionScript to Java. Wrote automated bot for load testing and AWS deployment scripts to simulate thousands of clients. Implemented server load balancing, and shared town systems. Maintained and extended the rolling deploy system using AWS stacks to roll players to new versions without downtime. Ported client to iOS adding HTTP, Socket, Date, and Localization functionality using C# on Xamarin tools. Tracked down memory leaks using Instruments. Monitored servers using Icinga, Ganglia, Statsd, and New Relic. Investigated bugs using Loggly and custom python scripts. Ported client to Android including file caching and improved async file and network IO. Added texture compression support for ATC, AST, DXT and EXT2. Integrated social, advertising, and user acquisition SDKs. Fixed Mono HeapShot to work with latest Xamarin logs and then used HeapShot to track down memory leaks. Show less

    • United States
    • Entertainment Providers
    • 700 & Above Employee
    • Technical Director
      • Nov 2009 - Oct 2011

      Evaluated game engines (Frostbite 1, Unreal, EARS engine, and Frostbite 2) for an unreleased multiplayer focused sequel to 'Mercenaries'. Co-developed with the 'Army of Two' team in Montreal, focusing on the multiplayer mode. Added multithreaded support to record/playback debugging system. Evaluated game engines (Frostbite 1, Unreal, EARS engine, and Frostbite 2) for an unreleased multiplayer focused sequel to 'Mercenaries'. Co-developed with the 'Army of Two' team in Montreal, focusing on the multiplayer mode. Added multithreaded support to record/playback debugging system.

    • Technical Director
      • Aug 2004 - Nov 2009

      Technical Director on unreleased Sci-Fi action RPG. Extended streaming system to support transition from space flight to space ship interiors and from planet orbit to planet surface without loading screens. Implemented headless server mode for 'Lord of the Rings: Conquest' dedicated servers. Added record/playback feature for debugging. Network programmer on 'Star Wars: Battlefront II'. Added frame interpolation for smoother motion on PC. Developed server deployment and update system for dedicated servers. Show less

  • Drone Software, LLC
    • Simi Valley,CA
    • Programmer / Owner
      • Feb 2000 - Jul 2004

      Independent contract programmer. Network programmer on 'Star Wars: Battlefront' for PS2, XBOX, and PC. Added client / server multiplayer, clock synchronization, client side prediction, congestion avoidance, packet compression. (Pandemic Studios) Network programmer on 'Star Wars: The Clone Wars" for XBOX. Added client / server multiplayer, client side prediction, packet optimization, record/playback debugging. (Pandemic Studios) Programmed sound system, memory management, and level loading code for "Star Wars: The Clone Wars" for PS2. (Pandemic Studios) Programmed virtual memory and level loading code for "Star Wars: The Clone Wars" for GameCube. (Pandemic Studios) Lead programmer on unreleased sports game for PS2. Programmed sound, camera control, record/playback and memory management. (Pandemic Studios) Ported network code for FIFA Soccer to internet for EA.Com. Converted to TCP/IP and added prediction for internet latency tolerance. (Pandemic Studios) Programmed level editor features and path planning for 'Legion: The Legend of Excalibur' on the PS2. (Seven Studios) Show less

  • Pandemic Studios
    • Santa Monica, CA
    • Programmer
      • Jul 1998 - Dec 1999

      AI programmer on 'BattleZone II: Combat Commander'. Programmed path planning, collision avoidance, and strategic planning. Proposed deterministic lockstep multiplayer architecture. Implemented world prediction for latency tolerance. AI programmer on 'BattleZone II: Combat Commander'. Programmed path planning, collision avoidance, and strategic planning. Proposed deterministic lockstep multiplayer architecture. Implemented world prediction for latency tolerance.

    • United States
    • Entertainment Providers
    • 700 & Above Employee
    • Lead Programmer
      • Jun 1996 - Jun 1998

      Lead programmer for 'Battlezone' for the PC. Integrated 'Interstate 76' engine and 'Dark Reign' AI to form initial engine for Action/Strategy hybrid game. Wrote additional AI and Audio code.

    • Programmer
      • Sep 1994 - May 1996

      Worked in the Technology Group on software for 'Spycraft: the Great Game' and 'Muppets Treasure Island'.

    • United States
    • Defense and Space Manufacturing
    • 700 & Above Employee
    • Member of Technical Staff
      • Mar 1989 - Sep 1994

      Programmer for the Cartographic Applications Group and a Database Systems group. Worked on a program for stitching together maps from different sources. Worked on computer based training software for the Army. Programmer for the Cartographic Applications Group and a Database Systems group. Worked on a program for stitching together maps from different sources. Worked on computer based training software for the Army.

Education

  • UCLA
    BS, Math/Computer Science
    1984 - 1989

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