# Charlie Corcoran > Video Game Developer | Software Engineer Location: Greater Seattle Area, United States Profile: https://flows.cv/charliecorcoran VIDEO GAME DEVELOPER / SOFTWARE DEVELOPER I am a talented software engineer with diverse experience and background in video game development, including 3D math, graphics, linear algebra, data structures, and design patterns. I am goal-oriented and self-motivated with technical knowledge in all phases of product life cycle including development, design, debug, test, and documentation. I demonstrate expert problem-solving skills, analytical skills, and attention to detail under tight time constraints. I am experienced in agile software design and development using both Scrum and Kanban methodologies. I adapt easily to new roles and new technologies, quickly getting up to speed to make an impact. ## Work Experience ### Senior Software Engineer II @ Manticore Games Inc. Jan 2022 – Jan 2024 ### Software Engineer @ Electronic Arts (EA) Jan 2020 – Jan 2022 | Seattle, WA Worked in the systems domain of the Frostbite Migration team which migrates games from bespoke game engines to the Frostbite engine. Worked with both game teams and core engine teams to refactor complex features. Focused on memory optimization, profiling, and tooling required to reach shipping targets. • Investigated and resolved out-of-memory issues, memory leaks, and other hindering issues. • Tuned platform-specific memory configurations to maximize memory available to the title. ### Software Engineer 2 @ Turn 10 Studios Jan 2018 – Jan 2019 | Redmond, WA Worked on Forza Horizon 4. Fixed gameplay and UI bugs leading up to certification. Added telemetry events to harvest data used to inform gameplay changes and troubleshoot user issues. Debugged and troubleshot full suite of tools used by artists and content creators. Implemented and fixed bugs post-ship to improve product quality of life. • Identified and fixed systemic issues with serialization of data files, walk around cameras, and physics collision detection. • Improved in-game telemetry, racing sled interaction, and peripheral devices support. ### Release Engineer @ Monolith Productions (WB Games) Jan 2017 – Jan 2018 | Kirkland, Washington Responsible for full-stack web development of web dashboard that allows users to queue build jobs, view progress and history, as well as manage build machines. Maintained scripts used to build game assets, game packages, and continuous code builds. Debugged and troubleshot build jobs and servers to keep systems functional. • Optimized job history SQL query to reduce time from 30 seconds to 3 seconds, handling over 3.5 million records. • Increased performance of webpage for managing machines by factor of 80 by adding a caching layer to the queued and running jobs state data. • Improved asset builder log parser by a factor of 16 by hashing errors based on resource and error message. ### Software Engineer @ Microsoft Jan 2016 – Jan 2016 | Redmond, WA I was responsible for creating tools and debug commands in the game engine used by developers, content creators, and testers. • Developed framework that leveraged HTTP request capture and playback on Xbox One to ensure high quality of game, Cloud, and Xbox Live services. Built a usage report using Power BI to help drive adoption and identify areas needing maintenance. • Responded to broken external Xbox Live login and friending code that caused a majority of automated tests to fail. Re-implemented and simplified code to get partners up and running again in a short amount of time. ### Software Engineer @ Microsoft Jan 2014 – Jan 2015 | Kirkland, WA I was responsible for transitioning execution of existing unit tests from desktop browser to native mobile devices. I wrote UI automation and unit tests using Jasmine behavior-driven development framework. • Recognized as the subject matter expert on Twitch APIs and collaborated with Twitch and Xbox services members to handle integration of game/map/playlist searching of Twitch streams in the application. • Set up unit tests on Xbox One consoles in the gated check-in build process to reject broken builds. Developer productivity increased significantly due to always having a known good build. • Developed and presented training to colleagues on using Fiddler for spoofing service responses and simulating network latency. Created a standardized process for providing HTTP traffic that improved reproducibility of bugs and minimized triage time. ### Software Development Engineer in Test @ Microsoft Jan 2012 – Jan 2014 | Redmond, WA I was responsible for automation framework and tools planning for a team of software engineers. I created a framework built around C# Selenium WebDriver and MSTest. I worked independently to fix bugs and iteratively add features to the framework. • Architected component used for end-to-end validation of data retrieved from web services and web servers. Improved coverage and quality of middle tier business logic. • Troubleshooted complex problems with web page UI, such as dynamic content loading and modal windows. • Mentored team members, improving programming and framework knowledge. ### Software Development Engineer in Test II @ Microsoft Jan 2011 – Jan 2012 | Redmond, WA Microsoft Halo Waypoint team I owned creation of test plans and manual, automated, and certification testing for multiple applications on a variety of platforms including Xbox 360, mobile phones, and the web. • Improved and maintained tool used for unlocking Xbox Live and in-app achievements on Xbox 360. Displayed correct data for achievements in the tool, simplifying manual verification. • Took on additional responsibilities for features outside assigned areas of ownership, contributing to iOS, Android, and Windows Phone projects. ## Education ### Bachelor’s Degree in Computer Science in Real-Time Interactive Simulation DigiPen Institute of Technology ## Contact & Social - LinkedIn: https://linkedin.com/in/charlie-corcoran --- Source: https://flows.cv/charliecorcoran JSON Resume: https://flows.cv/charliecorcoran/resume.json Last updated: 2026-03-22