I have been in the videogame industry for over 15 years and have very broad experience on console (Wii, PS3, XBox 360) and mobile (iOS, Android) platforms. I have direct involvement and experience with practically all aspects of game development, from concept to launch and beyond, from client development through back-end architectures, and direct game development to
I have been in the videogame industry for over 15 years and have very broad experience on console (Wii, PS3, XBox 360) and mobile (iOS, Android) platforms. I have direct involvement and experience with practically all aspects of game development, from concept to launch and beyond, from client development through back-end architectures, and direct game development to central services / ad technologies / etc. That said, I continually strive to build out and expand my knowledge base into new areas of game development and the business of making games.
I'm quite passionate about software, technology, and engineering as a whole, with a particular interest in pushing technical boundaries through the context of games.
Personal software engineering philosophies:
* "Fear No Code": Remain pro-active in learning about and gaining expertise in new software technologies regardless of language, complexity, experience level, or other unknowns.
* Prefer simplicity and consistency over complex or "clever" code.
* Design systems for the long term but do not over-engineer.
Technical Director @ * Main Android platform technical contact for all of EA, responsible for driving new initiatives, policies, and escalations across all mobiles studios and within Google.
* Served in a very broad role that encompassed Android, Mobile Advertising, and System’s Testing/Launch Readiness across all of EA’s mobile studios.
* Built strong technical partnerships between game teams, 1st Party Partners (Google, Amazon, Supersonic Ads, etc.), and the EA Mobile Studios label.
* Drove key initiatives and objectives across our game teams, and with our 1st Party Partners, to ensure success on the Android platform. This included Google Play Game Services, billing, mobile ad integration, device coverage, and new devices & platforms (smartwatches, Connected TVs, etc.), to name a few.
* Worked with EA’s central Systems Test group to reduce overall load testing cost by as much as 86%, without sacrificing service quality. From August 2011 to July 2015 (4 years) Austin, Texas AreaSenior Software Engineer @ * Founded Aonyx Software to develop and license OtterUI: a cross-platform and engine-agnostic User Interface library and tool. Developed in C/C++ (library) and C# (WYSIWYG editor).
* Licensed OtterUI to Skullgirls (XBLA, PSN), Supremacy MMA (PS3, PSVita, X360), Bellator (XBLA, PSN), Spartacus Legends (XBLA, PSN), and Girl Fight (XBLA, PSN).
* OtterUI is now open-source under MIT License: https://github.com/TwoLewis/OtterUI From August 2009 to August 2011 (2 years 1 month) Software Engineer @ Engine, Tools and Gameplay programmer for the Apple iPhone mobile platform.
* Prototyped, developed and launched mobile games for iOS.
* Re-architected and re-factored existing codebases for increased scalability and usability.
* Developed a C# tool that allowed for the manipulation of multiple game assets (worlds, game objects, models, etc) within a multiple document interface (MDI) environment. From September 2008 to August 2009 (1 year) Engineering Lead @ * Responsible for a wide range of system technologies: game logic, in-game camera, physics, tools, graphics, input logic, networking (PSP Adhoc), and system-level optimizations.
* Implemented a minigame architecture and network backend for Napoleon Dynamite.
* Lead Engineer on teams ranging from four to sixteen engineers.
* As Lead Engineer guided technical decisions and architectures, worked closely with all departments to ensure their technical needs were met, managed individual programmer schedules and tasks, and mentored engineers of various skill and experience levels. From March 2005 to September 2008 (3 years 7 months) Programmer @ * Initially brought on to lay out UI screens, but was quickly given much larger responsibilities, including ownership of the entire MLB Career Mode, PS2 Memory Card implementation, Eye Toy integration and Front End systems implementations.
* Worked very closely with artists, designers and producers to iterate on features and gameplay mechanics. From August 2003 to March 2005 (1 year 8 months)
B.Sc., Information and Computer Science @ University of California, Irvine From 2000 to 2003 Lloyd Tullues is skilled in: Android, iOS, Console Game Development, Mobile Devices, Software Architecture, Game Development, PS3, Technical Leadership, Xbox 360, Video Games, Mobile Games, Port, Lua, Perforce, Gameplay
Looking for a different
Get an email address for anyone on LinkedIn with the ContactOut Chrome extension