Dayle Flowers

VP of Engineering

Profile

Self-taught game, app, and web programmer with over 20 years of experience, of which 15 years have been working in various versions of the Unreal Engine. I enjoy working on any problem whether it's managerial or technical, because I simply love coming up with solutions.

Technical

  • C / C++ (18 years)
  • C# (5 years)
  • Java / JNI (4 years)
  • OpenAPI / Mustache (1 year)
  • JavaScript (5 years)
  • Python (2 years)
  • SQL (5 years)
  • Objective-C (4 years)
  • Swift (1 year)
  • ActionScript (3 years)
  • Assembly (1 year)
  • Unreal Engine 5 (1 year)
  • UE4 / UE3 / UE2.5 (14 years)
  • Unity (5 years)
  • Multithreading (5 years)
  • OpenGL (5 years)
  • OpenGL ES2 / WebGL (3 years)
  • GLSL (2 years)
  • DirectX (1 year)
  • HTML / HTML5 / CSS (5 years)
  • jQuery / AJAX (3 years)
  • PHP (4 years)
  • OS X / Cocoa / XCode
  • Windows / Win32 / MSVC
  • Linux / X11 / GCC
  • Xbox One / Xbox Series X
  • PS3 / PS4 / PS5
  • WiiU / Switch
  • iOS
  • Android / OUYA
  • Perforce / Git / SVN
  • Doxygen / Markup
  • JIRA

Project History

SMITE 2 - Hi-Rez Studios

VP of Engineering

August 2023 - Present

Leading a team of engineers, QA, and producers on the production and release of the UE5 sequel to our UE3-based SMITE, targeting Steam, Epic, Windows Store, Xbox Series X, and PS5 using the RallyHere platform. Particularly focused on getting the game through the platform certification processes.

RallyHere

VP of Engineering

January 2023 - August 2023

Lead various groups of engineers toward developing a series of UE5 plugins and backend APIs to power Games as a Service products.

Divine Knockout - Hi-Rez Studios

VP of Engineering

July 2022 - January 2023

Leading a team of engineers from the central services group and integrating myself directly into the game team, helped shape up and ship out Hi-Rez's highest quality game to date.

Rogue Company - Hi-Rez Studios

Executive Producer

August 2020 - July 2022

Joined the leadership team overseeing the direction of Hi-Rez's first large scale UE4 game targeting Windows, Xbox Series X, Xbox One, PS5, PS4, and Switch. Was directly managing the client programming team focusing on out-of-game systems (real money purchases, friends, parties, progression, etc.) across all platforms.

Paladins - Hi-Rez Studios

Executive Producer

April 2016 - August 2020

Leading a team of 40 to 80 developers/artists on full production pipeline for Paladins targeting Windows, Mac, Xbox One, PS4, and Switch.

Realm Royale - Hi-Rez Studios

Executive Producer

February 2019 - August 2020

Leading a team of 20 developers/artists on full production pipeline for Realm Royale targeting Windows, Xbox One, PS4, and Switch.

SMITE - Hi-Rez Studios

Technical Director

August 2018 - January 2019

Overseeing leads of gameplay programmers, UI developers, production staff, and QA on SMITE targeting Windows, Mac, Xbox One, and PS4. Had just over 20 reports across four departments.

Core Technologies - Hi-Rez Studios

Lead Programmer

January 2018 - July 2018

Developed various backend technologies including Nintendo, Google, and Facebook authentication systems, as well as Nintendo purchasing and inventory validation.

WebGL Puzzle Game - Greater Good Games

August 2015 - August 2016

Outside of full-time employment, developed this small WebGL Puzzle Game from scratch to learn WebGL. Developed an layered random pattern generation algorithm piggybacking on an existing seedable deterministic randomization algorithm called Mersenne Twister.

The Weather Channel App - TWC

Senior Software Engineer - iOS

Sep 2015 - March 2016

Lead a small team of programmers on an unannounced project. Developed a cross platform C++ library for both iOS and Android. Consistently swapped between iOS (Swift and Objective-C) and Android (Java and JNI) focused development to keep both platforms in sync.

Jet Pack Fighter - Hi-Rez Studios

Lead Programmer and Contracted Engineer

Aug 2014 - March 2016

Leading a small team of programmers working within a medium sized team on the first mobile game for Hi-Rez Studios built from the ground up using Unity 4.6 targeting both iOS and Android. Architected numerous systems, built a prolific tool suite, and optimized the loading, gameplay, and rendering systems to keep the min spec devices running at desired framerates. Required communicating across disciplines, which seems to be a strength of mine. Continually coordinated with project lead/producer/lead designer making key decisions to keep all aspects of the project moving along in the desired direction. Once I moved on from the project, I was asked to continue helping on a part-time contract basis.

The Banner Saga - Stoic Studio

Contracted Software Engineer

July 2014 - Aug 2014

Contracted through Zimmdot to work with another developer to port this Flash game to Xbox One and PS4 via Scaleform. Had to overcome numerous technical limitations, as Scaleform and it's ActionScript interpreter were not optimized for handling certain aspects of The Banner Saga's code architecture on consoles.

Badland - Frogmind

Contracted Software Engineer

June 2014 - July 2014

Contracted through Zimmdot to work solo on an Xbox One port and with another developer on the WiiU port of this Cocos2d-x game. Required working with an OpenGL to DirectX translation layer for the Xbox One written in C and helping write an OpenGL to GX2 translation layer for the WiiU.

Chasm - Ryan Whittier Hale

Contracted Software Architect

June 2014

Contracted by an individual to help prototype first stages of an Unreal Engine 4 game using a mix of a twin stick free camera movement and a third person over the shoulder camera with smooth transitions between the 2 modes. Added blueprint volume based camera transition support to allow level designers to choose when each camera type should be used.

LakePoint iOS App - Zimmdot

Contracted Software Architect

June 2014

Contracted through Zimmdot to make a mobile version of the LakePoint website. Additional interactivity was added to the app, such as push notifications, but ultimately the client's website wasn't ready to handle the app quite yet. The project was put on hold and I believe another Zimmdot developer was eventually assigned to complete the project.

Battle Age - Metamoki

Senior Software Engineer

July 2013 - June 2014

Jumped onto the already in development project, quickly proved myself useful and capable of tackling any task thrown at me. Headed up adding singleplayer to this multiplayer centric game, based on a fleshed out design document.

Fruit Pop - Metamoki

Senior Software Engineer

July 2013 - June 2014

Jumped onto the existing free-to-play project, which was already loved by millions of players. Integrated new monetization and virality features, updated game to Unity 4 and latest version of all plugins, improved UI flow, and fixed a slew of bugs along the way.

It Hungers - Greater Good Games

Owner / Designer / Programmer

March 2013 - July 2013

Outside of full-time employment, developed this small Unity based iOS, Android, and Web game. Guided small team of developers to a highly polished final product that has been very well received. Developed without using any Unity plugins, just 3D planes and my own spritesheet implementation.

iOS App/Game - Thrust Interactive

Contracted Software Architect

May 2013 - June 2013

Architected and developed a C# Unity based mobile racing game along with an interactive mobile app style interface for the game. Partially lead the small team of developers to a final product on a very tight schedule, which the end client was ecstatically happy with.

The Somme - Top Hat Studios

Contracted Programmer

May 2013 - June 2013

Took over the programming of the existing UDK project in a very messy state. Quickly jumped in and started sorting out issues while continuing to develop new features. Got game into a rough, but playable state to allow the team to start their Kickstarter campaign.

Fight! Mobile - Bluff Media

Tech Lead

May 2012 - June 2013

Contracting through Zimmdot, branched from Bluff Mobile iOS/Android application and redesigned app to fit Fight! Magazine using Objective-C, Java, jQuery Mobile, JavaScript, CSS, and HTML5. Continued provide development and support intermittently since release of app.

Bluff Mobile - Bluff Media

Tech Lead

Jan 2012 - May 2013

Contracting through Zimmdot, expanded and improved Bluff Magazine's existing mobile iOS and Android app using Objective-C, Java, jQuery Mobile, JavaScript, CSS, and HTML5. Continued provide development and support intermittently since release of app.

Social Media Command Center - AT&T

Tech Lead

June 2012 - March 2013

Contracting through Zimmdot and working with a small team of junior programmed, developed multi-threaded DirectX/Win32 application that used Flash/Scaleform/ActionScript to power its interface and heavily relied on a multi-threaded WinHTTP implementation that I wrote to request and relay the JSON social media data.

ASCCP Mobile - ASCCP

Tech Lead

Jan 2013 - March 2013

Contracting through Zimmdot and using design specifications provided by ASCCP, developed iOS and Android app using Objective-C, Java, JavaScript, and JSON. Worked with client to finalize project to meet their shifting requirements and expectations.

Community Express SDK - Zimmdot

Senior Programmer

Nov 2011 - March 2013

With no C#, Unity, nor XNA experience, was tasked with developing a managed to unmanaged bridge to allow Unity and XNA projects to interface with Steamworks without needing to handle the data marshalling. Thanks to extensive previous experience with Steamworks, was able to have an initial build with over 50% coverage of the Steamworks SDK available within 2 months. Later added OSX support for cross-platform Unity games on Steam.

Paper Engine 2 - Greater Good Games

Owner / Software Architect

Aug 2012 - Feb 2013

Outside of full-time employment, developed this hyper fast multi-threaded cross platform 2D renderer with optimized loading via file cache, basic GUI elements, and the beginnings of a "fully featured" editor.

AccuWeather Android - AccuWeather

Tech Lead

Feb 2012 - Feb 2013

Contracting through Zimmdot, ported existing Android Honeycomb app to Google TV and Ice Cream Sandwich. Was later contracted to do a code and performance review of a new version of their Android app. Improved performance by up to 20% during certain interactions.

Q.U.B.E. - Toxic Games

Tech Lead

June 2012 - Sep 2012

Contracting through Zimmdot, ported existing Unreal Engine 3 based Windows PC game both Mac and Linux.

Break Blocks / Break Blocks Touch! - GGG

Owner / Designer / Programmer

June 2010 - Aug 2012

Outside of full-time employment, developed OpenGL/OpenAL engine and game from scratch for Windows, Mac, and iOS. Guided small team of developers to a highly polished final product that was ultimately not very easy to play due to bad game design choices.

The Ball - Teotl

Tech Lead

Feb 2012 - Apr 2012

Contracting through Zimmdot, ported existing Unreal Engine 3 based PC/Android game to the unreleased OUYA console to be released as a launch title.

The Ball - Teotl

Tech Lead

Oct 2011 - Feb 2012

Contracting through Zimmdot, ported existing Unreal Engine 3 based PC game to an unreleased Qualcomm Android CPU/GPU chipset to be released as a launch title for the device. I don't believe this was ever released as some aspect of the deal fell through.

Red Orchestra 2 - Tripwire Interactive

Senior Programmer

Nov 2007 - Oct 2011

Worked as part of a larger team of programmers, guided by the CEO/Lead Programmer, to develop a full AAA Unreal Engine 3 game for Windows. I served as a guide for other programmers, as needed, as well as designing and developing a number of core systems for the game. Also later contracted by Tripwire Interactive to expand the Steamworks integration of the game.

Killing Floor - Tripwire Interactive

Senior Programmer

Jan 2008 - Jan 2011

Worked alongside the CEO/Lead Programmer to turn the Killing Floor mod into a proper retail product on a very tight schedule. In order to release the best game possible, I willingly worked overtime for 3 months straight including a 100+ hour week just before the release. After release, continuous patches were made while RO2 was being developed. In particular, ran a public beta myself to help improve game balance, but was required to do this outside of office hours.

Red Orchestra - Tripwire Interactive

Programmer

March 2007 - Nov 2007

Jumped into Unreal Engine 2.5 without any prior experience and quickly fixed a number of bugs to be released in the next patch. Continued fixing bugs and improving existing features as reported/requested by the community filtered through our community manager/lead QA while learning Unreal Engine 3 for the sequel, Red Orchestra 2.

Red Light Center - Prototerra

Programmer

Nov 2006 - March 2007

General Game Programmer with a specialization in GUI Design/Development. Also did a number of miscellaneous tasks including converting legacy file formats over to new XML standards.

Phylon - Rapid Reality

Programmer

April 2006 - Oct 2006

Worked with other disciplines in an attempt to develop undesigned systems thrown at us by the CEO's son. Eventually, investors removed all upper management and a cohesive plan was finally made, but this was after I left the company.

Endless Ages - Rapid Reality

Programmer

Jan 2006 - April 2006

Worked with community to determine which issues needed to be addressed in the next patch. Major improvements were made and overall stability of the game was improved, but management decided not to release the update.

Education

Southern Polytechnic State University - Marietta, GA

Bachelors in Computer Science — 3.53 GPA

Dayle Flowers — dayleflowers@gmail.com — (770) 377-1248