Brandon Mann

Engineering Manager at Perfect Day Productions
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Contact Information
us****@****om
(386) 825-5501
Location
Bothell, Washington, United States, US
Languages
  • English -

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5.0

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James Mayo

Brandon is an excellent developer and has an almost encyclopedic ("wikipedic" nowadays?) knowledge of games. This makes him invaluable in cross-functional-group discussions in our industry where assessments about risk, time, budget, and quality help to define the team's priorities. He is always working on improving his skillset and actively seeks to take on new areas in the development realm. Brandon takes on large areas of responsibility (he proactively owned AI, audio, engine management, build management, and IO systems, among others) for Serellan's and works hard to maintain high levels of quality.

Christian Allen

Brandon is a driven and experienced engineer, with a taste for excellence. He was a valuable member of our team and worked long hours to bring our game to fruition. Brandon would be a valuable member of any team.

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Experience

    • United States
    • Entertainment Providers
    • 1 - 100 Employee
    • Engineering Manager
      • Jun 2022 - Present

    • Senior Software Engineer
      • Aug 2020 - Jun 2022

    • United States
    • Entertainment Providers
    • 700 & Above Employee
    • Software Engineer II
      • Jun 2019 - Jul 2020

      EA DIGITAL PLATFORM (EADP) CLOUD GAMING – SOFTWARE ENGINEER II EA DIGITAL PLATFORM (EADP) CLOUD GAMING – SOFTWARE ENGINEER II

    • Sweden
    • Entertainment Providers
    • 700 & Above Employee
    • Software Engineer
      • Nov 2014 - May 2019

      Worked on a variety of teams from game teams to engine teams in Seattle and across greater King studios. Created game features and experimental features for Paradise Bay Game Engine and tools creation Created and expanded tools to import outsourced art Helped the Candy Crush team with engine support and feature development Worked on a variety of teams from game teams to engine teams in Seattle and across greater King studios. Created game features and experimental features for Paradise Bay Game Engine and tools creation Created and expanded tools to import outsourced art Helped the Candy Crush team with engine support and feature development

    • Gameplay Engineer, Contract
      • Jun 2014 - Oct 2014

  • Serellan
    • Woodinville, WA
    • Sr. Engineer
      • Aug 2012 - Apr 2014

      Games: - Takedown: Red Sabre Responsibilities: - Collaborated with a team of artists and designers to help make their visions a reality - Implement the UI for the game including menus and in game HUD - Supported audio team with integrating Wwise into our project - Hooked up a variety of gameplay systems Games: - Takedown: Red Sabre Responsibilities: - Collaborated with a team of artists and designers to help make their visions a reality - Implement the UI for the game including menus and in game HUD - Supported audio team with integrating Wwise into our project - Hooked up a variety of gameplay systems

  • Fugazo
    • Seattle
    • Engineer
      • Nov 2011 - Dec 2012

      Games: - Cooking Academy 3 - Cooking Academy Restaurant Royale Responsibilities: - Worked on very small teams to see the game created from start to finish - Added features to support a wider range of iOS devices - Took user research feedback and implemented features to address the feedback Games: - Cooking Academy 3 - Cooking Academy Restaurant Royale Responsibilities: - Worked on very small teams to see the game created from start to finish - Added features to support a wider range of iOS devices - Took user research feedback and implemented features to address the feedback

    • Software Engineer, UI
      • Nov 2010 - Nov 2011

      Games: - Gotham City Imposters Responsibilities: - Implemented various menu and HUD elements - Worked closely with network engineers to hook up multiplayer UI elements - Collaborated with artists to implement their vision of the UI Games: - Gotham City Imposters Responsibilities: - Implemented various menu and HUD elements - Worked closely with network engineers to hook up multiplayer UI elements - Collaborated with artists to implement their vision of the UI

    • Computer Games
    • 1 - 100 Employee
    • Engineer
      • Feb 2010 - Oct 2010

      Games: - Blacklight: Tango Down. Responsibilities: - Work closely with the art team to implement the UI - Handle the data communication between the game code and the UI code Games: - Blacklight: Tango Down. Responsibilities: - Work closely with the art team to implement the UI - Handle the data communication between the game code and the UI code

    • Associate Software Engineer
      • Oct 2008 - Jan 2010

      Games: - This Is Vegas Responsibilities: - Work on various gameplay systems - Research how to implement DLC into the game - Collaborate with design to iterate on features to meet their needs - Optimize Scaleform UI to meet performance requirements Games: - This Is Vegas Responsibilities: - Work on various gameplay systems - Research how to implement DLC into the game - Collaborate with design to iterate on features to meet their needs - Optimize Scaleform UI to meet performance requirements

    • Programmer
      • Sep 2007 - Oct 2008

      Games: - Imagine: Music Fest - The Cheetah Girls: Passport to Stardom - High School Musical: All Together Now Responsibilities: - Own and develop game features from end to end - Rapidly iterate on features with a very short development cycle Games: - Imagine: Music Fest - The Cheetah Girls: Passport to Stardom - High School Musical: All Together Now Responsibilities: - Own and develop game features from end to end - Rapidly iterate on features with a very short development cycle

    • United States
    • Higher Education
    • 700 & Above Employee
    • Student
      • Sep 2005 - Jul 2007

Education

  • Full Sail University
    Bachelor of Science (B.S.), Game Development and Design
    2005 - 2007

Community

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