David Crammond

Engine Programmer at Insomniac Games
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Location
Los Angeles County, California, United States, US

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Neil Dejyothin

Dave is an unbelievable guy. He is a thoughtful co-worker with a wonderful nature about him who is passionate and committed to finding solutions to any problems. It's fair to say that his impact on the studio has been immense, particularly on the Match Engine team where his revolutionary ideas and vision have been unprecedented and brought significant improvements to the quality and efficiency the team outputs. It's been a pleasure and a privilege working with Dave over the years. He's provided much innovation and inspiration, and there's no doubt the team wouldn't be what it is today without his input both professionally and personally. He has a can-do attitude that's up there with the best, and is always willing to tackle the most difficult of problems head on He's a sincere, friendly and caring man who is fun to be around and has exceptional social and interpersonal skills. He's one of the friendliest people I've met and his infectious nature rubs off wonderfully well on others. He's one of the best I've come across for helping create brilliant team spirit. Dave's an incredible asset to SI and I consider him a lifelong friend.

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Experience

    • United States
    • Computer Games
    • 300 - 400 Employee
    • Engine Programmer
      • Oct 2020 - Present
    • Sporting Goods Manufacturing
    • 1 - 100 Employee
    • Senior Lead Software Engineer
      • Jan 2019 - Oct 2020

      As a lead senior engineer on the football simulation team, my team and I are responsible for providing a full soccer simulation for multiple Football Manager platforms covering Windows, Mac, Switch, iOS and Android. I currently lead a team over multiple time zones and countries whilst building a future TBA R&D feature to meet the future demands of our products. We employ the latest data orientated design principles by using an ECS design pattern. We have also have built an in house… Show more As a lead senior engineer on the football simulation team, my team and I are responsible for providing a full soccer simulation for multiple Football Manager platforms covering Windows, Mac, Switch, iOS and Android. I currently lead a team over multiple time zones and countries whilst building a future TBA R&D feature to meet the future demands of our products. We employ the latest data orientated design principles by using an ECS design pattern. We have also have built an in house authoring tool to help minimize future maintenance and increase iteration development speeds. Key Responsibilities: - Leading 5 engineers over 3 time zones - Employing scrum and Kanban techniques to help coordinate team members. - Conducting code reviews. - Using data orientated design to solve our problems. - Designing and building an authoring tool. - Optimizing performance. - Team Knowledge sharing. - Mentoring younger engineers

    • Senior Software Engineer
      • Jan 2014 - Jan 2019

      As a part of the football simulation team my responsibilities covered ball physics, animation, AI, core math libraries and tools. Key Responsibilities: - Built a new football physics engine that met our existing AI specifications and added new features like multiple friction models, fast lookup tables and the magnus effect. - Built new tools for the new physics engine to help reduce maintenance and bolster debugging. - Identified and repaired legacy mathematic libraries… Show more As a part of the football simulation team my responsibilities covered ball physics, animation, AI, core math libraries and tools. Key Responsibilities: - Built a new football physics engine that met our existing AI specifications and added new features like multiple friction models, fast lookup tables and the magnus effect. - Built new tools for the new physics engine to help reduce maintenance and bolster debugging. - Identified and repaired legacy mathematic libraries. - Built new tools to improve efficiency in our artistic pipeline. - Developed unique sophisticated algorithms to solve large AI team selection problems: e.g. this allows the AI to quickly choose 11 players out of a set of 40+, many of whom can play in multiple positions giving countless possible combinations. This gave us speed improvements of around 300%. - Responsible for a fair amount of internal R&D to improve an optimize existing systems: e.g This includes pathing and collisions where I developed a working solution using the speculative contacts and continuous collisions approach. - Mentoring younger engineers.

    • Software Engineer
      • Nov 2011 - Jan 2014

      An integral member of the football simulation team. I was responsible for developing a number of key tools that helped analyze and solve numerous problems we faced. This includes building a new new tool that could check deterministic behavior over multiple platforms, i.e results for OS matches Windows. It also generated large amounts of analytical data to help the team balance the simulation.

    • Junior Software Engineer
      • Jul 2009 - Nov 2011

      Worked for the UI team on multiple football manager titles. Helped develop numerous user facing content whilst refactoring existing code to modern practices

    • IT Services and IT Consulting
    • 1 - 100 Employee
    • Junior Software Engineer
      • Nov 2007 - Mar 2009

      As a member of a small team, I had the opportunity to develop a number of key systems including sound, UI, game play for a number of unpublished titles on the Nintendo Wii. As a member of a small team, I had the opportunity to develop a number of key systems including sound, UI, game play for a number of unpublished titles on the Nintendo Wii.

Education

  • University of Bristol
    MSc, Character Animation
    2007 - 2008
  • University of Bristol
    BSc, Computer Science and Mathematics
    2002 - 2005

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