# Michael C. > Staff Software Engineer at Pocket Gems Location: San Francisco Bay Area, United States Profile: https://flows.cv/michaelc6 Well rounded software engineer with strong video game development, project management, and leadership experience seeking opportunities to gain knowledge and hone my craft on challenging and cutting edge projects that I find interesting. Specialties: C#, Unity3D, C++/C, LUA, Flash/Actionscript, Java, JavaScript, usability, design, project management, documentation, agile, waterfall, Photoshop ## Work Experience ### Staff Software Engineer @ Pocket Gems Jan 2021 – Present | San Francisco, California, United States ### Lead Software Engineer @ Funomena Jan 2018 – Jan 2021 | San Francisco Bay Area * Led engineering efforts on a narrative VR puzzle game for the Oculus Quest using Unreal * Led prototyping and engineering efforts on an unreleased multiplayer, multi platform, augmented reality real time strategy game using Unity3D * Led a small team of junior game developers to create Stickies, a unique party game designed specifically for the Mixer streaming platform ### Gameplay Engineer / Game Designer @ No, You Shut Up Games Jan 2015 – Jan 2018 | San Francisco Bay Area * Developed a free to play mobile miniature golf game featuring procedurally generated courses * Consulted with "No Your Shut Up! Games" to design, implement, and improve gameplay features for the 3D multiplayer space combat game "Atomic Space Command" (available for purchase from https://goo.gl/587Ldh) * Designed, developed, and released "Stumptown", a 3D isometric forestry simulation game featuring procedurally generated levels, for iOS devices in under nine months (available for download from https://goo.gl/sDdCj3) ### Software Engineer III @ Electronic Arts (EA) Jan 2011 – Jan 2015 | Emeryville, CA * Programmed and designed several prototypes for Android, iOS, and PC in Unity and Love2D to test mobile game mechanics for an unannounced title * Prototyped, designed, refactored, and reengineered parts of the GlassBox engine to serve as the basis for the simulation engine for an unannounced title * Served as the lead scripter on the SimCity: Cities of Tomorrow expansion pack and led a team of scripters to deliver fun and ambitious features within tight time constraints * Implemented several gameplay features for SimCity including manufacturing, extraction, and multiplayer systems as well as polished and improved additional ones in the game ### Software Engineer II @ Electronic Arts (EA) Jan 2007 – Jan 2011 | Redwood Shores, CA * Heavily aided in preproduction by updating several gameplay systems to support multiple species, and I worked closely with animators to make animal to human interaction animations look as desired for the Sims 3: Pets expansion pack * Implemented the elder cane object, spring rider, and other objects, as well as designed several sandbox objects and associated interactions for the Sims 3: Generations expansion pack * Implemented a lightweight traffic system, the film career, paparazzi, elevators, and several objects for the Sims 3: Late Night expansion pack * Implemented the "death by meteor" death type for sims, the junkyard venue, the bake sale table, and several objects for the Sims 3: Ambitions expansion pack * Implemented the vibrating bed, electric guitar, and corner bathtub objects on the Sims 3: High End Loft Stuff pack * Aided other engineers by fixing bugs on the Sims 3: World Adventures expansion pack * Worked closely with design and production to implement the "Ring Toss" mini game (as well as several other skill building games), refined Wiimote Gestures for the game, and scripted several levels and other gameplay features for SimAnimals: Africa on the Nintendo Wii * Implemented Wiimote camera controls, several in game screens, and the general UI feel for SimAnimals on the Nintendo Wii. * Ported PS2 User Interface code to the Nintendo Wii, as well as helped resolve UI issues with the "Create a Sim" mode for The Sims 2: Castaway on the Nintendo Wii and PS2. ### Software Engineer I @ L-3 Link Simulation & Training Jan 2006 – Jan 2007 | Arlington, TX * Worked on making Link's flight simulator products High-Level Architecture (HLA) compliant * Updated treat creation and projectile simulation programs across both UNIX and Windows 2000 platforms * Adhered to strict code standards and processes to ensure simulation integrity and quality ### Lead Designer on the NERO Research Project @ IC² Institute Jan 2005 – Jan 2006 * Submitted the game to the 2006 Independent Games Festival (IGF) Student Showcase where it was featured as a winner in the Middleware category * Designed the game flow, capture point mechanics, and interesting arena levels for NERO 2.0 * Worked closely with the programming team to bring gameplay ideas and polish to reality * Sent frequent updates and provided guidance to help programmers realize my vision ### Lead Programmer on the NERO Research Project @ IC² Institute Jan 2004 – Jan 2005 * Responsible for ensuring a stable build by fixing bugs, adding features, and managing eight other programmers in a large codebase that utilized the Torque Game Engine * Recruited and trained new undergraduate volunteers * Worked closely with graduate students on research projects related to the game * Met with research leads, art leads, and a producer to discuss future game plans * Wrote the documentation for the game * Integral part of the NERO game which has been downloaded over 100,000 times ### Development Comms Intern @ Motive, Inc Jan 2005 – Jan 2006 * Designed unit tests for Motive's software using a combination of JavaScript, WSF, XML, and HTML. * Added features to in house developement logging software including filtering and file size restrictions. * Added features and fixed bugs with Motive's installation generation package including the ability to generate GUIDs for packages and digitally sign packages. * Tested current software performance against Internet Explorer 7 Beta. ## Education ### B.S. in Computer Science The University of Texas at Austin ## Contact & Social - LinkedIn: https://linkedin.com/in/mschrien - Portfolio: http://www.michaelchrien.com - Portfolio: http://www.notemesh.com --- Source: https://flows.cv/michaelc6 JSON Resume: https://flows.cv/michaelc6/resume.json Last updated: 2026-04-12