Chris Doyle

Tech Lead at Cyan, Inc.

Location
Spokane, Washington Area
Industry
Computer Games

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Chris Doyle's Overview

Current
Past
Education
Connections

208 connections

Chris Doyle's Summary

Game developer with fifteen years of professional experience in coding, design, and technical art. Avid player of digital and tabletop games. Storytelling aficionado. VR enthusiast and explorer.

Chris Doyle's Experience

Tech Lead

Cyan Worlds, Inc.

Privately Held; 11-50 employees; Computer Games industry

May 2014Present (5 months)

Helping to create Cyan's latest immersive adventure, Obduction (using Unreal Engine 4), and exploring the vast possibilities of VR.

Privately Held; 51-200 employees; Computer Games industry

May 2011May 2014 (3 years 1 month)

Implementing complex animation state machines, behaviors, and logic utilizing Havok Behavior and engine. Creating/extending real-time camera systems for showcasing scenes such as ranged combat and player death.

• Unannounced title - in development
• The Elder Scrolls V: Skyrim (PC,360,PS3)

Sr. Designer/Scripter

Vigil Games

Public Company; 51-200 employees; THQI; Computer Games industry

September 2010May 2011 (9 months)

Designed/scripted gameplay such as puzzles, traversal, and encounters along with construction in level editor. Created/iterated designs while interfacing with relevant groups to meet project goals and engine requirements.

• Darksiders II (PC,360,PS3)
• Homefront (PC,360,PS3) - assisted Kaos Studios in final crunch

Level Engineer

Firaxis Games

Public Company; 51-200 employees; TTWO; Computer Games industry

February 2009July 2010 (1 year 6 months)

Designed/implemented "action cam" system to showcase gameplay, and technical construction of real-time cutscenes. Coded triggering/events for gameplay, level appearance/functionality, enemy reveals and associated AI-related behavior.

• XCOM: Enemy Unknown (PC,360,PS3)

Sr. Tech Artist / Gameplay Programmer

Cyan Worlds

Privately Held; 11-50 employees; Computer Games industry

June 2003February 2008 (4 years 9 months)

Programmed single- and multi-player gameplay, puzzle logic, NPC encounters, and world state persistence. Implemented triggering and synchronicity of events, animations, sounds, user-interfaces, and particle effects.

• Myst Online, a.k.a Uru Live (PC,Mac)
• Myst V: End of Ages (PC,Mac)
• Uru: The Path of the Shell; expansion (PC)
• Uru: To D’ni; expansion (PC)
• Uru: Ages Beyond Myst (PC)

Digital Resource Assistant

Industrial Light & Magic

August 2002June 2003 (11 months)

Managed disk-space usage for visual-effects production, tracked CG assets’ status, and coordinated storage. Assisted in streamlining/maintaining/automating tools, scripts, and pipelines for shot rendering procedures.

• Dreamcatcher
• Hulk
• Peter Pan

Technical Artist / Asset Manager

Sony Pictures Imageworks

Public Company; 1001-5000 employees; SNE; Motion Pictures and Film industry

December 2001May 2002 (6 months)

Tracked all digital art assets, ensured technical and visual quality for exporting/rendering in game engine. Authored level and object properties for gameplay, interactivity, environmental designs, and rendering. Joint endeavor between Sony Imageworks and Pandemic Studios.

• Full Spectrum Warrior prototype for U.S. Army, a.k.a. C-Force (Xbox)

Technical Artist

Cyan Worlds

Privately Held; 11-50 employees; Computer Games industry

January 2001September 2001 (9 months)

Implemented triggering and synchronicity of events, animations, sounds, user-interfaces, and particle effects.
(see additional Cyan entry above for more info)

Technical Art Director / Lead Technical Artist / 3D Art Technician

LucasArts

Privately Held; 201-500 employees; Computer Games industry

December 1998January 2001 (2 years 2 months)

Developed art pipelines, scripted art workflow streamlining and automated daily builds, optimized assets. Scripted Flash UI prototypes and implemented in-game menu systems. Liaison between artist and programmer groups.

• Star Wars: Starfighter (PS2)
• Star Wars: Battle For Naboo (N64)
• Star Wars: Force Commander (PC)
• Star Wars: X-Wing Alliance (PC)

Multimedia Programmer / Production Assistant

Electronic Learning Facilitators (ELF)

January 1997March 1998 (1 year 3 months)

Developed interactive multimedia CD-ROM and websites via scripting and visual authoring tools. Assisted in all facets of production, such as recording and editing of digital audio/photo/video.

• The Notagains, for American Red Cross (CD-ROM)
• Driver-ZED, for AAA Foundation for Traffic Safety (CD-ROM)
• Sales Essentials, for GE (Web)

Chris Doyle's Skills & Expertise

  1. Game Development
  2. Gameplay
  3. Scripting
  4. Unreal Engine 3
  5. UnrealScript
  6. Visual Studio
  7. C++
  8. Python
  9. Lua
  10. Xbox 360
  11. PS3
  12. 3D Studio Max
  13. Maya
  14. Perforce
  15. HTML
  16. JavaScript
  17. XML
  18. Flash
  19. ActionScript
  20. Cinematics
  21. Computer Graphics
  22. Photoshop
  23. Unity3D
  24. C#

View All (24) Skills View Fewer Skills

Chris Doyle's Education

Edinboro University of Pennsylvania

B.A., Communications, Cinema

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