Jeff C
About
Jeff C is from Seattle, Washington, United States. Jeff works in the following industries: "Telecommunications", "Computer Software", "Internet", "Computer Games", and "Entertainment". Jeff is currently Chief Technology Officer at VIRTUALhaus, located in Seattle, Washington, United States. In Jeff's previous role as a Principal Engineering Lead at Microsoft, Jeff worked in Redmond, WA until Nov 2020. Prior to joining Microsoft, Jeff was a Sr. Software Dev Manager, Amazon Robotics at Amazon and held the position of Sr. Software Dev Manager, Amazon Robotics at Greater Seattle Area. Prior to that, Jeff was a Software Engineer at LOOOK, Inc., based in Greater Seattle Area from Apr 2017 to Jun 2017. Jeff started working as Engineering Director at Virtually Live in Greater Seattle Area in Apr 2016. From Aug 2011 to Apr 2016, Jeff was VP Software Development, Director of Engineering at DoubleDown Interactive, based in Seattle, WA. Prior to that, Jeff was a Development Lead at Flying Lab Software, based in Seattle, WA from Aug 2009 to Aug 2011. Jeff started working as Senior Architect at Sony Online Entertainment in Bellevue, WA in May 2007.
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Jeff C's current jobs
Jeff C's past jobs
Managing two development teams in XBox Live, one supporting meta-game features such as multiplayer, achievements, social presence, and stats, and the other responsible for authentication across all XBox. The highlight of my team's work here was successfully supporting several AAA game titles to launch, and launching the XBox Series X with our software.
Worked in the "Scout" robotic package delivery project, managing the firmware/embedded team, the systems & application team, and QA. Developed the system through a secret internal alpha and beta to public launch of the Scout.
Implementation in Unity and HoloLens supporting startup MVP.
Studio head and engineering leader in Virtual Reality startup. Developed VR product that places the user in a simulated soccer match with player and ball driven by tracking data produced by image-recognition of real soccer match. Responsible for product ownership in conjunction with centralized Product Management team. Performed overall management duties for all functions as well as operational responsibilities for studio such as office logistics and networking. Provided product direction and content creation guidance to art team. Managed and mentored the engineering team, was the chief software architect, and provided detailed direction in software design when needed. I coded and debugged 50% of my time and contributed both native code and material/shader systems. I also performed extensive performance analysis and optimization on an ongoing basis, and provided optimization guidance to art and engineering teams. Development used Unreal UE4 with C++ and Blueprints scripting, supporting HTC Vive and Oculus, with some prototyping and evaluation in Unity3D. Position ended when the company closed its US operations.
Led engineering teams and remained fully hands-on as an architect and engineer to contribute to the company's success as a small startup. Reported to the CEO for two years until acquired, managing the mobile client, web services, and mobile ops infrastructure. Created the mobile team and product, architected and implemented significant parts of the mobile platform. Hired and grew the entire mobile team from zero to 38 people. Significant contributor in developing the technology and business from zero to 2M DAU and huge revenue growth over four years, leading to acquisition by $3.5B company, at the time one of the largest acquisitions in gaming in Seattle.
Managed the development, launch, and maintenance of MMO game products, and supported business development by helping formulate strategy and giving technical presentations. Senior technical person reporting to the CEO. In addition to managing development I contributed large pieces of both the client and server products. Platform services included full spectrum of MMO features and I architected and implemented Leaderboards, Friends, and Presence services. Implementation in C++, Python, Actionscript, MySQL, Memcache, Redis.
Architected software and led a small team of developers working on a AAA massive-multiplayer online game for PC & PS3. Responsible for core engine development, performance and scalability optimization, and major server gameplay features on console MMO. All work in C++ and Unreal3.
Managed 38 person software development organization developing a games and community platform. Reported to the head of Nokia Games division and was responsible for formulating and presenting strategy to the leadership team of the Nokia Games division. The product ultimately evolved into what became the Nokia Ovi store and distribution service.
Created successful business results for clients by writing business award proposals and product feature specifications, performing architecture and software design, and implementing products. All work was done for clients in the mobile and telecom industry. - T-Mobile (Bellevue, WA) - NextCode (Bellevue, WA) - CellSoft (Pleasanton, CA) - International Wireless (Boston, MA)