Dave Timoney

Advanced Technical Designer at Certain Affinity
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Austin, Texas Metropolitan Area

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5.0

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Chris Taylor

I've known Dave for over 20 years, and many of these years working together. I first met Dave during the development of Total Annihilation, and then later when Dave joined Gas Powered Games. My experience working with Dave has been very consistently positive, and now, looking back on all our interactions, I can say that Dave is a rock. Consistent, Hard working, Dedicated. He's self motivated and can work tirelessly on his own, thinking outside the box to find solutions for pretty much anything. Dave is a detailed and thorough researcher and game designer, and would be a tremendous asset to any team.

Mike Stone

I had the great pleasure of working with Dave over the past several years at KingsIsle. Dave has an incredible attention to detail when it comes to his own task-work or assisting others. Dave's title states Senior Designer, but his talents go beyond that. Dave worked within Unity, scripting and coding, all self-taught. He is an incredibly fast learner and is a no-nonsense employee where he comes in to work, puts his head down and gets the job done. Dave also aided in testing various systems on several projects, often finding crucial bugs yet to be discovered by others. Dave would be a tremendous asset to any company and it would be a pleasure to work with him again

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Experience

    • United States
    • Computer Games
    • 100 - 200 Employee
    • Advanced Technical Designer
      • Mar 2018 - Present

    • Senior Systems Designer (games)
      • Sep 2017 - Mar 2018

    • Contract Scripter
      • May 2017 - Aug 2017

    • United States
    • Consumer Goods
    • Contract Consultant
      • Jun 2016 - Dec 2016

      Evaluated and reported on (player) impressions, on products aligned to unannounced project. Evaluated and reported on (player) impressions, on products aligned to unannounced project.

    • United States
    • Computer Games
    • 1 - 100 Employee
    • Sr. Game Designer
      • Jan 2014 - May 2016

      One of those laid off in May, 2016Last role was on C# programming/integrating GUI on a Unity 5.x mobile game (which was is a lot of fun).Before that, I was a "floating" resource for a year, that looks at all the company projects and documentation and provides feedback and observations. Also wrote scripts (Lua) and tools (Flash) to make things a bit easier for folks. And helped with admin logistics planning and implementation.

    • Game Designer
      • Jan 2012 - Jan 2014

      part of GUI scripting team for Pirate101 MMO, using Flash AS2 / Scaleform.www.pirate101.com

    • Associate Producer (Design)
      • Nov 2009 - Dec 2011

      Hired to bring in prototype for new project (done on time, and approved by owners). Worked on Wizard101 and post-prototype until project rebooted as Pirate101.

    • India
    • Media Production
    • Project Manager
      • Feb 2007 - Jul 2009

      During my time at Spacetime, I was involved in the pre-production phase on 2 projects and prototyping of a few others. In general, I: · Developed & maintained schedules (MS Project) during pre-production on two MMO projects · Assigned/generated task/asset requests based on discussions and extracting from design docs · Responsible for creating both in-house and deliverables documentation and reports · Built and packaged milestone deliverables · Assisted Facilities and I.T. with issues relating to development team As a side project, I was also making Flash prototypes of some of the mini-games for the last project. Show less

    • Project Manager
      • 2003 - 2007

      Brought in as Project Manager to help get the first Supreme Commander IP project underway. · Developed & maintained schedules (Excel and MS Project) during pre-production and production · Wrote documentation and reports · In mid-2004, tasks included managing CEO’s schedule and doing research on new game ideas · In 2006, operated project GPG's community forums site; main online contact on project forum during DS2 expansion pack release and closed online beta testing of Supreme Commander. Show less

    • Computer Games
    • 1 - 100 Employee
    • Producer
      • Oct 2002 - 2003

      Brought in to help start up new Blackship studio within company, catering to Japanese clients, and to get first product rolling. Brought in to help start up new Blackship studio within company, catering to Japanese clients, and to get first product rolling.

    • Computer Games
    • 1 - 100 Employee
    • External Producer
      • Sep 2000 - Aug 2002

      working with external developer to produce console games based on HE franchises working with external developer to produce console games based on HE franchises

    • (Sr.) Game Programmer
      • Aug 1992 - Aug 2000

      · Lead programmer on 6 award-winning titles - team member on additional 16 titles · Primary sound designer on over 20 titles - Project Lead/Programmer on multiple demos · Consistently and successfully handled work on multiple, concurrent projects · Key person on 3 new product lines (Let’s Explore, Junior Arcades, One Stop Funshops) · Wrote extensive internal manuals, coding samples, PR & Marketing releases and game documentation · Lead programmer on 6 award-winning titles - team member on additional 16 titles · Primary sound designer on over 20 titles - Project Lead/Programmer on multiple demos · Consistently and successfully handled work on multiple, concurrent projects · Key person on 3 new product lines (Let’s Explore, Junior Arcades, One Stop Funshops) · Wrote extensive internal manuals, coding samples, PR & Marketing releases and game documentation

Education

  • Arizona State University
    BsCS
    1988 - 1992

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