NEIL DAVIDSON 14 Liberton Place, Edinburgh, EH16 6NA +44 (0) 7920 426 556 [email protected] neildavidson.scot

Lead Software Engineer

An accomplished Software Engineer with extensive experience leading the development of numerous published titles on multiple platforms.

★ Over 22 years experience in software design and development within the games industry. ★ Over 12 titles shipped to market. ★ Exceptional design and documentation skills. ★ Excellent project planning and interpersonal skills. ★ Full knowledge and experience of entire project lifecycle: concept, design, prototyping, implementation, testing, bug fixing, beta testing and publishing. ★ Proficient in a wide range of programming languages and development environments. ★ Extensive knowledge of games industry technology.

TECHNICAL SKILLS

Programming Languages

Expert​: C, C++, C#, Lua Proficient:​ JavaScript, PHP, HTML, MySQL Familiar:​ Objective C, Visual Basic, Perl, Python, Node.js, CSS

Experience

Game Engines:​ , , RenderWare, Unreal Development Environments​: Visual Studio C++ / .NET, Eclipse, Android Studio, XCode, SN Systems ProDG, Metrowerks Codewarrior API / SDK​: Android SDK, Android NDK, iOS, RakNet, DirectX, OpenGL, .NET, Amazon GameLift Project Management / QA:​ Hansoft, Redmine, Bugzilla, Jira Source Control:​ Perforce, Visual Source Safe, Subversion, NxN Alienbrain, Git, Git LFS Databases:​ SQL, NoSQL (Riak), DynamoDB Art:​ Maya, 3DS Max, SoftImage, Adobe Photoshop, Adobe Premiere, Paint Shop Pro, GIMP Content Management:​ AWS, Amazon S3, Rackspace, Kii Unity​: NGUI, Unibill, Simple IAP System, Facebook, Tapjoy, GameAnalytics, Photon Unity Networking, Unity Park, Android In-App Billing, Unity Serializer, Finger Gestures Platforms:​ Windows, Mac, , Android, iOS, , , , PlayStation, PlayStation 2, Playstation 3, Gamecube, WORK EXPERIENCE

Blazing Griffin (Edinburgh)

Lead Software Engineer : June 2015 - Present

Murderous Pursuits (PC on ) A stealthy Third-Person multiplayer game for 1-8 players. ● Lead code team on an original multiplayer game using Unity and developed using lessons learned from work on previous game. ● Designed and implemented new Level Management System using Asset Bundles. ● Developed new Character Management System using Asset Bundles. ● Developed using Git, Git LFS and Git Flow with Feature Branches for Tasks. ● Dedicated servers running on AWS EC2 Instances. ● Implemented new Character Animation and Character Controller Manager. ● Developed various other systems including: Audio, AI, Interactions, Chat, Analytics, Input & Controller Remapping, Localisation, Matchmaking, Networked Server Configs, Settings, VFX, Particles, Abilities, Perks, Item Unlocks, Player Ratings, XP, Player Spawning, Ragdolls, Shaders, Weapons and Steam Integration and Builds. ● As a code team we regularly carried out code reviews and worked closely together to solve many difficult problems associated with a real-time fast-paced multiplayer game. ● As a team we defined an efficient agile development process and worked closely with all departments to ensure all tasks were completed within each monthly sprint.

The Ship Remasted (PC on Steam) A remake of The Ship: Murder Party, a multiplayer first-person shooter. ● Lead a team of Coders to remake the game using Unity instead of the original Source Engine. ● Developed new Multiplayer Client / Server system on top of Unity’s UNet High-Level Api. ● Implemented Standalone Dedicated Server to be run in headless mode with no graphics or sound including a console for server management. ● Designed and implemented a new Character Pipeline to get re-imported Characters (based on original Characters) into the game along with a new Animation System. ● Implemented new First-Person Controller and Camera System based on uFPS. ● Implemented new Weapon System including multiplayer lag compensation. ● Helped develop various Player Management systems. ● Other systems developed included: Player and Level Audio, Input, Inventory, Level Manager, Debug Manager, Editor Tools, Chat, VFX, Localisation, UI, Shaders and Steam Integration.

VEEMEE (Edinburgh)

Lead Software Engineer : August 2009 - April 2015

Veemee Creator App

A 3D virtual Character creator App. It allows you to customise the Character’s features and clothing. The customised character can then be exported to be used in the Live Wallpaper App. ● Responsible for evaluating various options and ultimately chose Unity to develop the App. ● Designed and implemented asset management and commerce systems to create assets and data to manage virtual items and commerce within the App. ● Implemented in-game database, inventory, player profiles and user account systems. ● Implemented localisation system for commerce, brand and in-game text. ● Implemented Android native plugin. ● Set up, implemented and managed the avatar builder system to create the full character from preloaded and downloaded individual components. ● Implemented animation system to control animation state and blended animations. ● Implemented Tapjoy integration for alternative in-game monetization. ● Managed all builds including internal, alpha, beta and final production builds. ● Managed Alpha, Closed Beta and Open Beta releases. ● Managed team of coders to tight deadlines and project milestones.

Veemee Live Wallpaper App

A 3D Android Live Wallpaper. It has an animated character who reacts to various events on your device. ● Worked closely with external contractor. ● Managed builds for the Google Play Store for Alpha and Beta testing and our own internal testing.

PlayStation@Home Games

Darts, Pool, Oscar’s Lobster Mania, Gnome Curling, Go Fish, Home-Grown Laboratory, Audi Gecko, My Gym, Supa-Fun Robo-Goalie Time!!, Audi Technology Experience, 3D Printer, Acorn Meadows Park

PlayStation@Home Content

● Main technical contact for “Core Space” maintenance for SCEE and SCEAsia.

Prototypes

● Developed a multiplayer prototype in Unity using UnityPark and also Photon Unity Networking to create multiplayer demos with players connecting with each other across multiple platforms (PC, Mac, PS3, Android, iOS, Web).

Outerlight Ltd. (Edinburgh)

Lead Software Engineer : May 2004 - August 2009

Bloody Good Time, (PC and Xbox 360)

Multiplayer First Person Shooter released on Steam and Xbox Live Marketplace. ● Managed team of coders to implement the game on schedule for 2 platforms using the Source Engine released on Steam and on retail for Xbox 360. ● Worked closely with the publisher to manage changes to the code relevant to their on-going change requests.

The Ship, , Merscom (PC on Steam and Retail)

A murder mystery alternative to traditional FPS multiplayer games. ● Helped develop the company’s technology using Valve Software’s Source Engine to complete the main game within a tight time-frame for multiple territories. ● Main coder on the Single-Player story-mode game that was completed in only 2 months. ● Designed and developed the AI bots including the navigation system. ● Responsible for implementing the networking layer for our custom entities. ● Implemented animation system for the custom characters. ● Managed nightly builds, unit tests and dedicated servers. ● Provided editor, shader and maya export tools support. ● Integrated and supported Perforce. ● Instigated and helped develop various company wide systems and coding standards and ideas to improve the productivity and communication to make it possible eventually for the company to release the game. ● Main person responsible for regular game updates, builds and releases and was in constant contact with various people at Valve to solve any issues that would arise during development and prior to any release.

Criterion Software Ltd. (Derby)

Software Engineer : January 2002 - April 2004

RenderWare Studio

A multi-platform game production environment. ● Developed Game Framework C++ code and modules that games developers could use to write their software. ● Fully documented source code that adhered to strict standards. ● Developed using all of the major compilers and worked with most of the hardware involved with console games development for all games platforms at the time (PC, PS2, Xbox and Gamecube). ● Supported Workspace team to help develop cross-platform tools. ● Visited numerous customers to give support and training, helped promote the product on the RenderWare stand at E3 and attended GDC.

Runecraft Ltd. (Dewsbury & Glasgow)

Lead Software Engineer : July 1999 - July 2001

Mat Hoffman's Pro BMX, Activision (PlayStation and Dreamcast)

An extreme sports game involving famous BMX characters performing a variety of tricks. ● Helped set up and run the Glasgow studio, the first of five satellite offices for the company. ● Managed two other coders in the studio and worked closely with team in the main office in Dewsbury.

Caesars Palace 2000, Interplay (Playstation, PC and Dreamcast)

3D casino environment based on Caesars Palace in Las Vegas with card games, slot machines, roulette and other gambling games.

Inner Workings (Glasgow)

Software Engineer / Lead Software Engineer : August 1995 - June 1999

Plane Crazy,​ Europress/ Sagasoft

3D plane racing, PC game using an in-house DirectX-based rendering engine.

The Jolly Post Office,​ DK Multimedia

2D multimedia educational product for PC and Mac using Macromedia Director. Wallace & Gromit Funpack,​ BBC Multimedia

2D games compendium and PC customiser.

Winnie the Witch,​ Oxford University Press

A 2D multimedia game and electronic storybook for PC and Mac using Macromedia Director.

EDUCATION AND QUALIFICATIONS

Glasgow University : 1991 - 1995

2:1 BSc (Hons) Computing Science

Junior Honours Subjects

Algorithmics; Artificial Intelligence; Communications and Networks; Computer Architecture; Compilers; Databases; Formal Methods; Graphics; Human Computer Interaction; Operating Systems; Programming Languages; Software Engineering.

Senior Honours Subjects

Communications and Networks; Computer Architecture; Graphics; Software Engineering.