Henry Goffin

Principal Software Engineer at AWS Game Tech
  • Claim this Profile
Contact Information
us****@****om
(386) 825-5501
Location
Seattle, Washington, United States, US

Topline Score

Topline score feature will be out soon.

Bio

Generated by
Topline AI

You need to have a working account to view this content.
You need to have a working account to view this content.

Experience

    • United States
    • Computer Games
    • 1 - 100 Employee
    • Principal Software Engineer
      • Jun 2021 - Present

      Overseeing the design and execution of innovative services for video game development, operation, and distribution at all scales from indie through AAA. Overseeing the design and execution of innovative services for video game development, operation, and distribution at all scales from indie through AAA.

    • United States
    • Computer Games
    • 1 - 100 Employee
    • Product Director, State of Decay 2
      • Jun 2019 - Mar 2021

      Spent 80% of my time curating the long-term post-launch vision for State of Decay 2. Doubled the customer base to over 10 million players and steadily grew MAU year-over-year through relentless customer focus. Hired the company’s first data analytics team. Coordinated with external marketing, publishing, and platform stakeholders. Evangelized the internal company transformation from discrete products into Games-as-a-Service. Worked directly with all discipline leads to enable a monthly release cadence.Achieved 3X growth in per-month engagement hours and improved player sentiment from “mixed” to “highly positive”. Show less

    • Principal-Level Platform Engineer (split role, untitled)
      • Jun 2018 - Mar 2021

      Spent roughly 20% of my time doing engineering work on State of Decay 2 and various Xbox-related SDKs. Ported the core engine to Xbox Series X|S consoles as well as the Epic Games Store and Steam. Implemented a variety of console-specific performance optimizations. Also acted as a personal mentor and code reviewer for other engineers at the company.

    • Engineering and Product Manager
      • Jun 2018 - Jun 2019

      Managed the company’s most senior engineering ICs. Facilitated development of the studio’s next major game and identified the success path, from audience research through roadmap planning and execution metrics.

    • United States
    • Computer Games
    • 500 - 600 Employee
    • Self-Directed Untitled Employee
      • Feb 2011 - May 2018

      I helped put hats in Team Fortress 2. Approximately two careers’ worth of work in seven years. 100%-self-directed employee in a totally flat company with billion-dollar revenue streams. Broad generalist and deep diver. Collaborated on game design, microtransaction design, platform design, API design and third-party integration. Directly implemented engineering work on game rendering, data compression, backend services, frontend web pages, cloud scaling, DevOps, developer SDKs, data privacy, network security, etc. Interviewed potential hires for principal-level engineering, design, and bizdev roles. Contributed to Team Fortress 2, DOTA 2, CS:GO, Steam backend services, Steam Link streaming hardware, Steam Controller radio firmware, MacOS + Linux core platform stacks, Steam partner financial reporting, and more. Show less

    • United States
    • Computer Games
    • 1 - 100 Employee
    • Lead Programmer
      • Aug 2008 - Dec 2010

      Tools and engine programmer for Brutal Legend, engine programmer for shared platform technology, lead programmer for Costume Quest. Went deep on physics, rendering, threading, open-world streaming, and tools. Presented this work at GDC. Also contributed to game design. Tools and engine programmer for Brutal Legend, engine programmer for shared platform technology, lead programmer for Costume Quest. Went deep on physics, rendering, threading, open-world streaming, and tools. Presented this work at GDC. Also contributed to game design.

    • United States
    • Entertainment Providers
    • 700 & Above Employee
    • Software Engineer III
      • Jul 2005 - Jul 2008

      Engine programmer on Spore. Designed and built a novel GPU-based procedural texture synthesis pipeline for runtime generation of plausible creature skins on player-sculpted meshes. Probably the "world's first" of a half-dozen related technologies. Still can't believe we shipped this crazy thing, but we did. Engine programmer on Spore. Designed and built a novel GPU-based procedural texture synthesis pipeline for runtime generation of plausible creature skins on player-sculpted meshes. Probably the "world's first" of a half-dozen related technologies. Still can't believe we shipped this crazy thing, but we did.

Education

  • University of Illinois Urbana-Champaign
    B.S., Computer Science
    2001 - 2005

Community

You need to have a working account to view this content. Click here to join now