Chris Wade

Founder / Director at Luckshot Games
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Contact Information
us****@****om
(386) 825-5501
Location
Austin, Texas Metropolitan Area

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Bio

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Experience

    • United States
    • Computer Games
    • 1 - 100 Employee
    • Founder / Director
      • Oct 2015 - Present

      I founded Luckshot Games in 2015 to make experimental, charming, and polished games. Sausage Sports Club- a physics game about adorable floppy, animals playing sports- was my first release on Nintendo Switch™ and Steam in July 2018. I did all the design, art, and programming in the game and also all the bizdev and marketing that allowed its success. In 2021 I left a full-time position to focus on a new bigger, more exciting project. I founded Luckshot Games in 2015 to make experimental, charming, and polished games. Sausage Sports Club- a physics game about adorable floppy, animals playing sports- was my first release on Nintendo Switch™ and Steam in July 2018. I did all the design, art, and programming in the game and also all the bizdev and marketing that allowed its success. In 2021 I left a full-time position to focus on a new bigger, more exciting project.

    • United States
    • Computer Games
    • 1 - 100 Employee
    • Senior Gameplay Programmer
      • Mar 2020 - Feb 2021

      Most of my work can be lumped under 'problem solving' but day to day that can jump between design, programming, art, writing, and production across various projects. As needed, I take ownership of projects, updates, and features and help guide them through to ship. Otherwise I'm pitching exciting (and scope compatible) designs then running them through from prototype to a shippable end result.

    • Game Developer
      • Dec 2017 - Mar 2020

      I work as a generalist at Owlchemy contributing to design, programming, art, writing, temp VO and other odds and ends.

    • Game Programmer
      • Sep 2015 - Aug 2017

      I helped Trinket Studios finish Battle Chef Brigade with game programming and some design work. My code work was in C# and Unity3D. I worked on a wide range of things from monster AI, 2D camera controls, UI, combat game feel, porting to consoles, and more. I helped Trinket Studios finish Battle Chef Brigade with game programming and some design work. My code work was in C# and Unity3D. I worked on a wide range of things from monster AI, 2D camera controls, UI, combat game feel, porting to consoles, and more.

    • Game Programmer
      • May 2015 - Nov 2015

      I did game programming on upcoming PS4 and PC indie title Manifold Garden. I worked with C# in Unity3D to develop new mechanics and improve the game's feel. I also helped improve workflow for the game's designer by writing tools and sometimes made 3D models and textures for the game. I did game programming on upcoming PS4 and PC indie title Manifold Garden. I worked with C# in Unity3D to develop new mechanics and improve the game's feel. I also helped improve workflow for the game's designer by writing tools and sometimes made 3D models and textures for the game.

    • Outsourcing/Offshoring
    • 1 - 100 Employee
    • Tools Programmer
      • Jul 2014 - Jun 2015

      I helped build the initial cinematic toolkit to help directors create Virtual Reality films and cutscenes. My focus was designing and implement tools for the kit. I helped build the initial cinematic toolkit to help directors create Virtual Reality films and cutscenes. My focus was designing and implement tools for the kit.

    • Junior Game Programmer
      • Dec 2014 - Jan 2015

      I designed and developed game mechanics on the MOBA designed for mobile, WARP (Warriors of the Red Planet). I designed and developed game mechanics on the MOBA designed for mobile, WARP (Warriors of the Red Planet).

    • United States
    • Computer Games
    • 200 - 300 Employee
    • Associate Software Engineer (Gameplay Programming)
      • Mar 2014 - Dec 2014

      I worked with designers to create and modify game mechanics and game modes on Mortal Kombat X. I worked on engine code in C++ and learned the in-house scripting language to write game code. I worked with designers to create and modify game mechanics and game modes on Mortal Kombat X. I worked on engine code in C++ and learned the in-house scripting language to write game code.

    • United States
    • Computer Games
    • 1 - 100 Employee
    • Contract Gameplay Programmer/Level Designer
      • Dec 2013 - Feb 2014

      I worked with the lead designer to design, implement and balance 60+ levels for another unannounced mobile game also made with Unity3D. I also did some gameplay programming and bug fixing as needed. I also led gameplay prototyping for an unannounced Unity3D project.

    • Unity Designer/Developer Intern
      • Jul 2013 - Dec 2013

      I worked with a team in Unity3D to design and develop two unannounced mobile games. I created and iterated on more than 50 levels in one of the games while fixing bugs and offering design input for both games. I also regularly used XCode to build and debug the iOS versions of the games.

    • United Kingdom
    • Software Development
    • 1 - 100 Employee
    • QA Intern
      • Oct 2012 - Jan 2013

      I tested desktop and iOS versions of the Wowzers educational curriculum. I worked with the QA lead and other interns to find bugs and verify fixes while evaluating the product from an objective viewpoint. Together with my team, I created a comprehensive list of all the assets used in the product. I also regularly gave in-depth input on the game aspects of the curriculum. I tested desktop and iOS versions of the Wowzers educational curriculum. I worked with the QA lead and other interns to find bugs and verify fixes while evaluating the product from an objective viewpoint. Together with my team, I created a comprehensive list of all the assets used in the product. I also regularly gave in-depth input on the game aspects of the curriculum.

Education

  • DePaul University
    BS, Computer Game Development (Focus in Gameplay Programming)
    2011 - 2015

Community

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