# Faye M. > Principal Software Engineer at Manticore Games Inc. Location: El Sobrante, California, United States Profile: https://flows.cv/fayem My passion is the design and implementation of features to help content creators make their vision into real games. Past experience involved all steps of the pipeline from artist tools, such as max and Maya to integration into the game engine. I have worked on character animation, morphing, world terrain, shader programming, particle systems, gameplay systems, social networking, editing tools, serialization, and some VR. I have prior experience of pretty much all sides of entertainment coding, including console, PC, mobile, MMO and VR focused titles. I have used several programming languages and dozens of systems and tools, I particularly enjoy learning new things. ## Work Experience ### Principal Software Engineer @ Manticore Games Inc. Jan 2021 – Present | San Mateo, California, United States Development and maintenance of several systems in the Core Platform, giving creators more tools to create multiplayer games. Design, development and maintenance of most of the gameplay systems behind the multiplayer roguelite Out Of Time, including the attribute, ability, status effect and core combat mechanics of the game. ### Senior Software Engineer @ Wookey Technologies Jan 2020 – Jan 2021 | San Francisco Bay Area Continuation of Sansar virtual platform from previous employer With new focus on live events, worked on streaming solutions for mobile viewing. Greatly improved several content creation workflows, particularly setting cameras and performance improvements. ### Senior Software Engineer, Engine @ Linden Labs Jan 2015 – Jan 2020 | San Francisco Project Sansar - a user-generated content virtual world platform with VR support. Worked on many aspects of the client, but particularly: Editing tools for user-generated content. Included taking management of the command chain, undo support, serialization, and some networking. Creation of a complex licensing system for managing digital rights. Importing of XSens motion capture data. ### Lead iOS Programmer @ Gree International Jan 2011 – Jan 2015 Worked on the client side of a social network in conjunction with developers in Tokyo. Architected and implemented a virtual goods system for use with that network. The network was cancelled, so moved to development of gameplay systems for free-to-play strategic mobile games. Developed an iOS simulation engine capable of handling hundreds of units in a robust, fully deterministic manner. This allows easy replays and network verification. This game used Cocos2d library which I helped to integrate, including fixing some threading issues. On a different project, converted the simulation engine to pure C++11. Developed a means to integrate this engine into a Unity-based game. Created an advanced replay/inspection system that allowed quick testing of game logic changes as well as cheat detection. ### Programmer @ OpenFeint Jan 2010 – Jan 2011 | Burlingame, CA Maintenance and new feature development of iPhone gaming social network. Took over development of a multiplayer library, client (ObjectiveC) and server (PHP). Implemented a virtual goods system, including iOS and Android client work. Ported a mixed C++/ObjectiveC hybrid system to pure ObjectiveC without breaking the API. ### Senior Programmer @ Slipgate Ironworks Jan 2008 – Jan 2009 Worked on a canceled MMO project. Originally hired to fill client programming role Streamlined and redesigned workflow for texture stamping system allowing millions of character customizations Enhanced region system allowing nested and non-convex regions, with managed transition effects. Worked on integration issues with third-party engine (BigWorld) Enhanced existing animation system to support cross-fade blends, animation chains and physics triggered animations Moved to server side programming Designed and implemented the Core services, a layer translating game level concepts to the underlying network/data model Python-based scripting system, independent plug-in component architecture Plug-in based system, designer focused Supported client-side predictive actions, security auditing of activities Supported multiple target abilities, such as area drain, group health buff, chaining effects Mentored medium and junior level programmers in best practices Developed a system to allow arbitrary changes in character statistics with minimal network overhead. ### Senior Programmer @ Gazillion Entertainment Jan 2008 – Jan 2009 | San Mateo, CA Essentially a rename of Slipgate Ironworks, see above ### Senior Programmer @ Stormfront Studios Jan 2006 – Jan 2008 | San Rafael, CA Shipped Project: Eragon Designing and maintaining several changes to the 3dsMax and Maya artist pipelines, especially world export Writing and maintenance of audio subsystem for PC platform. Several graphics improvements including normal maps, morph shapes, particle optimizations Creation of a shader system for PS3 which allows artist to design their own shaders Shipped Project: Spiderwick Chronicles Development of a persistent game storage system and integration into designer tools Development of a memory tracking system Promoted to Senior Programmer in 2007. Work with C# and C++/CLI for tools. Design on a next-generation engine plan, including evaluations of several middleware vendors. ### Programmer @ Lifelike Productions Jan 2000 – Jan 2006 | Sausalito, CA Developed kiosk interfaces for Playstation and Playstation2 systems. ### Programmer @ Raven Software Jan 1998 – Jan 1998 | Madison. WI Gameplay for shipped project Mageslayer. In charge of all environmental scripting as well as inventory management on third person action game. Network optimization for Hexenworld ## Education ### BS in Computer Science and Engineering Milwaukee School of Engineering ## Contact & Social - LinkedIn: https://linkedin.com/in/faye-m-9829847 --- Source: https://flows.cv/fayem JSON Resume: https://flows.cv/fayem/resume.json Last updated: 2026-04-12