James Terry

Lead Tools Engineer at Arkane Studios
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Location
Austin, Texas, United States, US
Languages
  • English Native or bilingual proficiency

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Daniel Zeligman

Above all other programmers on the team James was the most dedicated to improving our content pipeline and designer iteration. He has a strong desire to make the best tools possible and is always striving to improve the customer experience. In addition to his user focused development, James was an excellent asset for whatever was required of him when it came to performance enhancements, a random memory corruption bug or a code review. I strongly enjoyed working with James and hope I'll work with him again in the future.

Alex Duran

I did not do much direct work with James, but I worked with a lot of other programmers who did, and they all had an extremely good opinion of him. Based on that recommendation I'd certainly work with him again.

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Experience

    • France
    • Computer Games
    • 200 - 300 Employee
    • Lead Tools Engineer
      • Oct 2015 - Present
    • Denmark
    • Recreational Facilities
    • 1 - 100 Employee
    • Senior Software Engineer
      • Dec 2013 - Oct 2015

      MaxPlay™ is a cross-platform digital technology company focused on the games as a service market. MaxPlay is building world-class tools and technologies putting power in the hands of developers to create & publish amazing games and take the guess work out of running games as a live service. MaxPlay has assembled a core team of experienced game technologists, developers, product and publishing experts and are looking for talented individuals who are passionate about transforming the way we develop, publish and operate great games! Show less

    • France
    • Entertainment Providers
    • 700 & Above Employee
    • Senior Tools Programmer
      • Dec 2013 - Aug 2014
    • Brazil
    • Software Development
    • Software Engineer II
      • Mar 2013 - Nov 2013

      Duties - • TRC implementation for PS4/Xbox One • Code reviews • Tech debt reduction Accomplishments - • Engaged in Agile development as part of a remote team on the Platform Requirements pod, preparing the Madden code base to ship as a launch title on the PS4 and Xbox One • Developed and maintained a QA tool to help test new TRC features for both Gen 4 consoles. • Became a domain expert in the Save Data and Process Lifetime Management systems for both platforms. Titles Released - • Madden NFL 25 Show less

    • Senior Software Engineer
      • Apr 2011 - Mar 2013

      Duties - • Tools programming • Design liaison and advocate Accomplishments - • Maintained and led development on the Disney Epic Mickey 2 design pipeline including querying users on their experiences with the tools, determining estimates for tasks to increase design efficiency and features, and having constant communication with the design team on how to make the tools better for future development. • Overhauled the preexisting dialogue system and its design tools allowing for more user choice, multiplayer interactions, fully voiced and animated lines, and localization into 15 languages. • Worked with a small squad of programmers and artists to get the game running at a consistent frame rate and in memory without taking others who were actively creating content offline to make drastic changes or cuts to levels. • Earned accolades from the team for being able to jump in and fix bugs game-wide quickly and efficiently even with little to no prior knowledge of the system in distress. Titles Released - • Disney Epic Mickey 2 Show less

    • Software Engineer
      • Apr 2008 - Jan 2011

      Duties - • Gameplay programming • Tools programming • Prototype team lead Accomplishments - • Exposed a design language within the toolset to allow for level design and adjustment without need to rebuild the game, making the iteration process more efficient. • Utilized A* and state machines to create a believably competent and dynamically customizable AI. • Engineered solutions to implement and pass Nintendo of America and Europe lot check requirements as well as coordinate solutions with a localization team. • Contributed to the design and underlying framework for a next-generation engine that leveraged wxWidgets as a user interface. • Practiced Agile development using Scrum with the Unity 3D engine to deliver multiple prototypes. Titles Released - • Top Shot Arcade • Our House Party! Show less

    • United Kingdom
    • Entertainment Providers
    • Developer
      • Sep 2006 - Apr 2008

      Duties - • Engineering lead • Generalist programmer Accomplishments - • Established nightly build process and packaging system for multiple titles. • Worked with art lead to establish efficient art pipeline leading to more iteration on titles. • Communicated with external partners and clients to develop requirements and implementation plans for multiple titles. Titles released - • Say N Play • I.Q.: Identity Quest • Enchanted Gardens Duties - • Engineering lead • Generalist programmer Accomplishments - • Established nightly build process and packaging system for multiple titles. • Worked with art lead to establish efficient art pipeline leading to more iteration on titles. • Communicated with external partners and clients to develop requirements and implementation plans for multiple titles. Titles released - • Say N Play • I.Q.: Identity Quest • Enchanted Gardens

Education

  • Tulane University
    B.S., Computer Science
    2002 - 2006

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