Jeremy Frederick has been developing software for over 10 years. He has worked with all different kinds of team sizes, ranging from small teams to 50+ team members, to working with outsourcers and even completely distributed workforces. The majority of his career he has spent working on video games, including games for THQ and EA Sports. He
Jeremy Frederick has been developing software for over 10 years. He has worked with all different kinds of team sizes, ranging from small teams to 50+ team members, to working with outsourcers and even completely distributed workforces. The majority of his career he has spent working on video games, including games for THQ and EA Sports. He played an integral role as lead gameplay engineer on the Tiger Woods franchise (you may recognize him as the caddy model that was used in Tiger Woods ’12). His most notable feature was implementing the Kinect swing algorithm for Tiger Woods ’13.
Jeremy has also worked on a number of mobile apps and websites that spans leading a team of outsourcers for Learn Everywhere to porting existing apps to new mobile devices for Nokia. He has even launched proprietary software to run his own startup grocery delivery business. He currently develops software and provides consulting services through Reticent Media. He also runs and operates his own startup, Marketplace Deliveries.
Director of Engineering @ Reticent Media delivers high quality software to their clients while following Agile development principles. The team is made up of highly skilled engineers, designers, developers, testers, and experienced managers that are distributed around the US. Projects range from apps and websites to hardware systems and prototypes.
* Defined and implemented development process for the software development teams
* Ensured development process was standardized across all projects
* Implemented company policies for development teams
* Interacted directly with clients to provide project plan and status
* Provided technical expertise to engineers
* Promoted a work environment that stimulated creativity and productivity From April 2015 to Present (9 months) Senior Software Engineer / Lead Engineer @ Responsible for completing and shipping several mobile and web applications. The projects ranged from iOS and Windows Phone to web portals written in C# ASP.NET and PHP Laravel. The projects were managed with the Scrum methodologies. From September 2013 to April 2015 (1 year 8 months) Founder @ I started Marketplace Deliveries to try to capitalize on the growing grocery delivery market. Unfortunately, it struggled to take hold in Orlando before having to close it. During it's year and a half of life it taught me a many things about running and managing a business. From January 2013 to July 2014 (1 year 7 months) Orlando, Florida AreaSoftware Engineer @ Worked on Madden 25 on a contract basis to assist in new features, bug fixes, and platform optimizations in order to prepare the game to be shipped.
• Part of the alpha team that was responsible for fixing bugs and optimizing code that were critical in the release of Madden 25
• Tasked with investigating critical bugs and communicating risk to management From February 2013 to September 2013 (8 months) Orlando, Florida AreaTechnical Director @ Created a project plan to bring the product Learn Everywhere to market. Assembled and led a development team which consisted of internal and outsourced engineers and designers. A mobile app was built for the IPhone and Android, as well as a web portal that managed the content for the system. From June 2012 to February 2013 (9 months) Orlando, Florida AreaLead Software Engineer @ Responsibilities:
• Played key roles during the entire development cycle, which also included schedule planning and creating improvement plans based on post project feedback
• Oversaw gameplay engineers, assisted with task scheduling, provided technical direction, and performed code reviews
• Provided technical documentation, status updates, and progress reports for my tasks as well as the tasks of the engineers I led
• Made architectural designs and created technical plans for other engineers to use as an implementation guide.
• Worked with QA managers to review test cases as well as creating new ones for new features
• Regularly met with QA leads during production to communicate feature changes to update test plans as well as relay bug reports back to the engineers
• Recipient of the 2011 Studio “Sharkie” Award for Best Feature for Kinect feature work
• Redesigned the swing technology to develop the “Tempo Swing” feature in Tiger 2013 increasing the accuracy and response time of the swing (C++/C#)
• Re-architected the Tiger audio system and integrated new audio packages that improved audio artists’ workflow pipeline. The packages included several Windows GUIs (C# .NET), build systems to convert artist assets into game assets (C# and Python), and in-game implementation (C++)
• Created a data-driven situation system to drive game events, allowing designers real-time tuning capabilities from their PC
o The system consisted of a Windows GUI that was built with C# .NET and client code in the game that could interact with the Windows tool
o The packets communicated over the network via HTTP sockets.
• Developed a multi-threaded AI system that drove the Tiger 2012 “Caddy” feature that suggested intelligent shots From October 2008 to June 2012 (3 years 9 months) Orlando, Florida AreaGame Programmer @ • Worked in a small development team of five programmers to see Baja: Edge of Control through the entire development cycle
• Solely responsible for all user interface programming, including integrating Scaleform into the in-house game engine
• Worked closely with the Quazal development team to integrate their online lobby solution
• Developed gameplay mechanics and logic, including race logic, career, progression, vehicle paintshop, vehicle upgrades, profile management, leaderboards, and online experience. (C++) From December 2005 to October 2008 (2 years 11 months) Phoenix, Arizona AreaTools Programmer @ • Developed Windows based tools to integrate game art pipeline in C#
• Designed 3DS Max plug-in to export Max files as game assets for in-house game engine From July 2005 to December 2005 (6 months) Phoenix, Arizona AreaIT Support @ I knew I wanted to get into the game industry growing up and just getting my foot in the door was huge. While still attending college, I landed an IT job at Rainbow Studios. Even though it wasn't exactly what I wanted, I was young and eager so I was willing to take anything. However, IT suited me well as I was able to leverage a lot of experience I already had working with computers.
Being in the IT department made it very easy to network with everyone at the studio. When you're in IT, everyone wants to be on your good side. It wasn't long before I started utilizing this network to eventually move in to a position on a game team itself. From December 2004 to July 2005 (8 months) Phoenix, Arizona Area
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