# Andrew Ames > A software engineer with over 20 years of experience across many aspects of game development, plus some experience elsewhere. While I consider myself a generalist, I spend my free time tweaking my 3D rendering engine. Location: Santa Cruz, California, United States Profile: https://flows.cv/andrewames Experienced Software Engineer with a demonstrated history of working in the video games industry. Strong engineering professional skilled in Game Programming, Database Programming, Web Programming, Infrastructure Programming, Graphics Programming, Object-Oriented Design, and Data-Oriented Design. ## Work Experience ### Staff Mission Displays Engineer @ Joby Aviation Jan 2023 – Present | Santa Cruz, California, United States ### Principal Software Engineer @ Tanzle Jan 2016 – Jan 2022 | Scotts Valley, CA Responsible for the software architecture and implementation of high-performance, 3D web and native applications. Collaborated on the development of a distributed application framework for high bandwidth, low latency applications. Implemented an application profiler and visualizer for distributed applications. Designed and implemented web-based frontend applications using CesiumJS for geospatial data management. ### Server and Infrastructure Lead Programmer @ Cryptic Studios Jan 2015 – Jan 2016 | Los Gatos, CA While a lead programmer, I worked with the Cryptic family to bring their MMORPG game platform from PC to both PS4 and Xbox One. I developed and maintained systems across Cryptic’s entire technology suite, including large-scale world building tools; graphics engine features; game patching and launching infrastructure; console store integration; and matchmaking systems for PvP and PvE content. ### Neverwinter Lead Programmer @ Cryptic Studios Jan 2013 – Jan 2015 | Los Gatos, CA ### Core Technology Programmer @ Cryptic Studios Jan 2011 – Jan 2013 | Los Gatos, CA ### Chief Technology Officer @ LineMonkey Inc. Jan 2010 – Jan 2011 | Santa Cruz, CA, USA Accountable for all aspects of development and operations for an early Chrome-based, full-stack point of sale system. It not only operated offline, but also served as a customer facing self service portal via the web, mobile, and in-store kiosks. Although the loss of key resources forced a shutdown of our larger operations, LineMonkey continued to operate and transact business for several years in its original cafe test cases. ### Independent Contractor @ Doing Business As Andrew Ames Jan 2009 – Jan 2011 | Santa Cruz, CA, USA Developed an iPhone video game called TikiBongk with a team of 4 that made #4 on Apple's best iPhone games list. ### Founder @ TikiBeast Jan 2009 – Jan 2010 | Santa Cruz, CA, USA I was responsible for acquiring the right technology and tools for building mobile games. In addition, I made sure the artists and designers could bring their concepts and data to life. ### Senior Programmer @ Santa Cruz Games Jan 2005 – Jan 2009 | Santa Cruz, CA, USA Responsible for leading programming teams in developing video games on Microsoft Windows and XBox 360, Sony Playstation 2 and Playstation Portable, Nintendo Wii and DS. ### Guest Instructor @ Cabrillo College Jan 2000 – Jan 2002 | Aptos, CA, USA Object-Oriented Programming Course ### Developer Support @ Lutris Technologies Jan 2001 – Jan 2002 | Santa Cruz, CA, USA Responded to customer phone calls from developers using Lutris’ application server technology. Built the customer support scheduling application. Documented and implemented training on the use of Lutris’ Object Relational Mapping technology. ### Developer Support @ Borland Jan 2000 – Jan 2001 | Scotts Valley, CA, USA Responded to customer phone calls from developers using Borland C++ Builder and associated products. ## Education ### B.S. in Computer Science University of California, Santa Cruz ## Contact & Social - LinkedIn: https://linkedin.com/in/andrewames - Portfolio: https://amesgames.net --- Source: https://flows.cv/andrewames JSON Resume: https://flows.cv/andrewames/resume.json Last updated: 2026-04-12