Zak Arntson
Principal Engineer I @ PeopleFun
About
Engineer & Manager 25 years programming experience 15+ shipped titles C++, C#, Unreal, Unity, Custom Engines Notable projects are listed below. 🏢 ProbablyMonsters (2023-2024) | Engineering Manager | C++/Unreal 🕹️ Project Vance - Technical and career guidance to reports - Lead for cross-discipline foundation team, covering non-gameplay systems 🏢 Together Labs (2020-2023) | Engineering Manager | C++/Unreal, Python 🕹️ WithMe (iPhone/Android, C++/Unreal) - Grew team from engineers and missed deadlines to cross-discipline and meeting commitments - Project proposal, scheduling and status presentation up to C-Level. - Foundational: REST API, menus, etc. - Data tool for single-command import & deploy 🏢 Big Fish Games (2018-2020) | Principal Engineer | C#/Unity 🕹️ Deep Sea Solitaire (iOS) - Started studio tech talks with near 100% engagement - Data import & validation tooling - Tooling to allow designers to test their level designs via headless clients - Quest system (architecture and menus). Core system fully unit tested 🕹️ Worbs (iOS) - Worked with producer to drive late-stage prototyping 🏢 Signal Studios (2014-2017) | Director of Mobile Engineering/Engineering | C++/Unreal/Custom, C#/Unity 🕹️ Toy Soldiers: War Chest (PC/Console) - Guided studio from missed deadlines to delivering on commitments every week - Hands-on engineering, refining systems, improving performance, etc. 🏢 Freak’n Genius (2012-2014) | Senior Engineer | C++/Custom, Objective-C 🕹️ YAKiT & YAKiT Kids - Animated menus, particle simulation - Scrolling social feed to share YAKiT videos with comments & reactions 🏢 Griptonite Games / Amaze / Glu Mobile (2005-2012) | Engineer/Lead Engineer | C/C++/Custom, C#/Unity 🕹️ Iron Man 2 (DS) - Lead, UX, design support, gameplay & core systems - Project scheduling with other leads - Nearly all menus, including motion graphics 🕹️ Age of Empires: Mythologies (DS) - Motivation/action AI for three unique factions - Component-based unit system, linked to menus & AI 🕹️ Disney Friends (DS) - Game menus, multiple store & inventory screens - Stylus drawing minigame 🕹️ LEGO Star Wars II: The Original Trilogy (GBA) - Bosses: Rancor, Boba Fett, Emperor Palpatine 🕹️ Pirates of the Caribbean: Dead Man’s Chest (GBA) - Enemy AI, for sidescroller & sailing modes - Layered sprite system for showing ship status 🏢 LPCN (2000-2005) | Engineer | JavaScript, Progress 4GL 🏢 Microsoft (through Volt) (1999-2000) | SDET | JavaScript
United States
Snohomish
Computer Games
Game Development, Unity3D, Game Design, Gameplay, Gameplay Programming, Game Programming, Video Games, Perforce, Mobile Games, Casual Games, Multiplayer, Console, C#, Level Design, Artificial Intelligence, Game Mechanics, XML, Programming, Scripting, Computer Games
Experience

Director of Engineering
Toy Soldiers 3: War Chest (PC/Console), Savage Lands (PC), Call of Guardians (Mobile). Unity/C#, Unreal/C++, JavaScript, Ruby UX, AI (RTS/MOBA, survival), Gameplay (RTS/MOBA, survival, FPS), Realtime Networking, REST API, Tools, ReactiveX, Core Systems

Lead Programmer / Programmer
Kirkland, WA
Titles include: Chronicles of Narnia: The Lion, the Witch and the Wardrobe (GBA) Pirates of the Caribbean: Dead Man's Chest (GBA) Lego Star Wars II: Original Trilogy (GBA) Disney Friends (DS) Age of Empires: Mythologies (DS) Iron Man 2 (DS) Captain America (DS) Penguins of Madagascar (DS) Gears 'n Guts (Mobile) C/C++, C#, XML, in-house engine (DSCore), Unity3D. Jam & make for builds. Technical Lead, In-house Database Development & Maintenance, AI (side-scrolling, isometric, turn-based strategy), Gameplay, UX, Tools (sprite/animation, build & script automation, localization)

Programmer
Lively & Partners Consulting Network
Everett, WA
Contracted to WSIPC (www.wsipc.org). ● JavaScript, HTML, Progress 4GL, DCL (DEC Command Language), FORTRAN. ● Technical Documentation, Database-driven Reports.
Zak Arntson's Contact Information
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