Chris Savoie


Tel: +1 312 721 0326
e-mail: This email address is being protected from spambots. You need JavaScript enabled to view it.
web-site: www.chrissavoie.com
288 106th Ave NE #2503
Bellevue, WA
98004
USA
Qualifications
  • Computer Programming
  • C/C++
  • C#
  • Windows Forms / WPF
  • OpenGL, OpenGL ES
  • DirectX
  • PHP

  • Other
  • Test Driven Development
  • Game Design
  • Software Project Management
  • Video Game Programming
  • PS4
  • Xbox One
  • Windows
  • Linux
  • Rendering Pipeline
  • Rigid-Body Physics
  • Collision Detection
  • UI / UX

  • Software
  • Perforce
  • Git
  • Visual Studio
  • Unity

Experience
2017-Current
Bellevue, WA, USA
Bungie - Lead Engine Engineer
  • Working future technology
  • Promoting best practices and workflow improvements
  • Develop solutions to improve overall productivity
2016-2017
Toronto, Canada
Ubisoft Toronto – Team Lead Programmer
  • Working on unannounced title
  • Drive engine technology
  • Develop solutions to improve overall productivity
  • Synchronize and collaborate with multiple teams
2011-2016
Malmö, Sweden
Massive Entertainment a Ubisoft Studio – Lead UI Programmer
  • Working on title in development: Tom Clancy’s: The Division
  • Developed UI pipeline and system
  • Engine feature development
  • Multithreading
  • Xbox One, PS4, PC
2007-2011
Montreal, QC
Ubisoft - Senior Generalist Programmer
  • Completed published title: Michael Jackson: The Experience
  • Engine Feature development
  • Save game TCR
  • Audio Video synchronization with Bink
  • Xbox 360 - Kinect
  • Canned title: Unannounced Title for Nintendo 3DS
  • Created Audio System
  • General Optimization
  • Completed published title: Prince of Persia: The Forgotten Sands
  • Engine Feature development
  • Save game TCR
  • Audio programming
  • Xbox 360, PS3, PC
  • Completed published title: Prince of Persia: 2008
  • Debugging and TRC for PC version
  • PC
  • Completed published title: Shaun White Snow: Road Trip
  • Dedicated audio programmer
  • Wii, PSP
  • Completed published title: Lost: Via Domus
  • Refactor and upgrade existing game engine features:
  • Improve memory tracking
  • Update asset importers
  • Improve file system
  • Rewrite linearization to improve loading times
  • Xbox 360, PS3, PC
2005-2006
Vancouver, BC
Propaganda Games - Software Engineer
  • Worked on published title: Turok
  • Setup Build pipeline
  • Create and maintain the various build pipelines
  • Develope various tools to help development
  • Working on Turok for PS3 and Xbox 360
  • Modifying and extending the Unreal 3 engine.
2004-2005
Vancouver, BC
Backbone Entertainment - Software Engineer
  • Completed published title: Rifts: Promise of Power for the Nokia N-Gage
  • Assisted on Age of Kings for Nintendo DS
  • Base Engine Code including resource management and data formats
  • Rendering and graphics systems
  • Proprietary scripting language
  • Combat system
Education
Burnaby, BC
2002-2003
Art Institute Vancouver-Burnaby - Software Engineering for Games
  • Certificate of 'Game Development Applied Programming Foundation'
  • Worked on the game 'Exogenesis' in a team of 6 programmers, 4 artists and 3 full time designers. This game was the first one made at the school that did not use Unreal Tournament 2003 scripting.
Miramichi, NB
1999-2001
New Brunswick Community College- Game Design and Programming
  • Diploma of 'Electronic Game Design Technology'
  • Worked on the game 'Forgotten Eden' in a team of 2 programmers, 2 artists and 1 designer. This was the first 3D game ever developed at the college.
Personal Interests
  • Traveling and Foreign cultures
  • Science and Technology
  • Playing Guitar
  • Procedurally generating content
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