david armstrong

david armstrong

lead engineer

About

I'm a video-game software engineer that is passionate about delivering real-feeling and natural Gameplay to players, so they can immerse themselves in the world of the game. I have a deep desire to grow and learn in the games industry and to work hard on a game that I can be proud of.

Country

united states

City

richmond

Industry

computer games

Skill

game development, game programming, video games, programming, actionscript, flash, c++, gameplay programming, gameplay, php, software engineering, user interface, c, software development, social games, scripting, flash builder, directx, scrum, writing, problem solving

Experience

digipen institute of technology

teaching assistant for 3ds max 2010

digipen institute of technology

2010-5 - 2011-5 · 1 yr 1 mo

As T.A. I graded the projects, organized the schedule, answered questions, and taught sections of the class.

wb games san francisco

lead engineer

wb games san francisco

2020-2 - Present · 6 yrs 8 mos
telltale games

lead engineer

telltale games

2015-4 - 2018-11 · 3 yrs 8 mos

I lead a small team of Engineers working on the Telltale Back Catalog projects to release our entire studio catalog onto various platforms and in new regions. I guide technical discussions and provide feedback to Production on risk and mitigations for the Technical Release plan and schedule of each product. Working closely with our Dev/Compliance QA leads, I quickly resolve issues and focus on creating the highest quality product possible within the schedule. Additionally, I support and coordinate the day-to-day workload of the Engineering team, including myself.

loot drop inc

gameplay engineer

loot drop inc

2011-9 - 2012-10 · 1 yr 2 mos

As a Gameplay Engineer, I developed some of the systems on the client to allow the player to experience the combat and other features of the game. Working with Server engineers and other Client Engineers, I helped build the functionality and features that are present in Ghost Recon Commander.

electronic arts (ea)

user interface engineer

electronic arts (ea)

2013-1 - 2015-4 · 2 yrs 4 mos

As a UI Engineer, I developed systems in ActionScript 3 (using Scaleform) to show the user visualization of various features in different sections of The Sims 4 and its expansion packs. Working with Client, Server, Gameplay, and other UI engineers; I helped build several UI pieces and underlying UI architecture. I also worked with Designers, Producers, and UI Artists to make the overall UI/UX experience as enjoyable and user friendly as possible.

telltale games

technical producer

telltale games

2017-3 - 2018-3 · 1 yr 1 mo

I worked with Build and QA Engineers to track work for all projects in development. Working with Episode Production teams, I guided technical discussions of Fidelity targets of episodic content. Working under the Vice President of Engineering, I facilitated communications between the Core, DevOps, and Dev/Compliance QA teams during all stages of development. Additionally, I continued to help the Gameplay/UI Engineering with new Build and Release initiatives.

telltale games

senior gameplay and user interface programmer

telltale games

2015-4 - 2017-4 · 2 yrs 1 mo

I worked with Designers, Writers, and other Engineers to create compelling story moments and fun, interactive gameplay features from the prototype phase through release. I also worked with UI Artists and the Online Team to create an engaging front-end menu to give users a smooth entry into each game on all target platforms and focused on drawing users to more Telltale products. Working with the Build & Release team, I met all requirements from first-party platforms to ship the titles on 12 different platforms in 10 localizations.

Education

poudre high school

poudre high school

digipen institute of technology

digipen institute of technology

computer science

2007-1 - 2011-1 · 4 yrs 1 mo

I graduated with a Minor in English.

david armstrong's Contact Information

Email

******@***.com

Phone

(**) *** ****

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