David A. Carrigg

Technical Director  ·  Game Developer  ·  Educator

linkedin.com/in/dcarrigg · Manchester, NH

Objective

Lead and coordinate game and simulation teams to ensure delivery of the highest quality projects.

Software Development Experience

Languages: C#, C++, Python, Lua, PHP, MySQL, JavaScript

Engines: Unity3D, Unreal Engine, and proprietary engines

Platforms: Cross-platform titles for Nintendo, Sony, and Microsoft consoles; VR and AR headsets including Oculus Quest, HTC Vive, and Microsoft Hololens; PC, web, and mobile

Networking: Real-time synchronous systems including peer-to-peer, client-server, and large-scale MMO server architectures

Infrastructure: Version control systems, formal development processes, automated build systems

Robotics: Autonomous vehicle and robotic systems — ROS, LiDAR, embedded systems

Leadership: Experienced technical manager of software development teams and multidisciplinary teams of artists, designers, programmers, and musicians

Employment History

Technical Director
Wooly Games  ·  Manchester, NH

Technical oversight of a new game in development.

CTO, Senior Engineer
Skymap Games  ·  Manchester, NH
  • Technical oversight of all projects and company-wide operations
  • Drove yearly revenue from $1M to $7M+
  • Handled contract negotiations, technical project evaluations, staffing decisions, and professional development
  • Led organizational structure changes to support company growth
  • Developer and advisor on multiple game projects across PC, consoles, and handhelds
  • Oversaw project budgets, salaries, and staffing decisions for engineering, QA, and IT departments
Assistant Professor  ·  Game & Simulation Programming
Southern New Hampshire University  ·  Hooksett, NH
  • Coordinator for the Game and Simulation Programming program
  • Teaching courses in game engine development, physics for games, AI for games, advanced gameplay systems, and multiplayer game development
  • Developed special topics courses in Virtual and Augmented Reality and a project-based game production course
  • Founded Inkwell Interactive at SNHU, an on-campus game development studio
  • Established professional partnerships with Boston Children’s Hospital and Make-A-Wish Foundation
User Experience Consultant
BAE Systems  ·  Manchester, NH

Mentored a team tasked with redeveloping the user experience for a signals intelligence system.

Senior Programming Consultant
DEKA Research and Development  ·  Manchester, NH
  • Worked on an autonomous vehicle project
  • Developed autonomous vehicle simulations
  • Developed proprietary algorithms for autonomous vehicle simulations and cloud-based mapping services
Founder
Game Assembly  ·  Manchester, NH
  • Developed a coworking space for game developers
  • Developed promotional materials for the game development industry in New Hampshire
  • Met with state and local government officials to spread awareness and promote the game industry
Senior Programming Consultant
Alliance Digital Media  ·  Manchester, NH

Programming and development on the narrative fiction game The Norwood Suite.

Programmer
Owlchemy Labs  ·  Manchester, NH
  • Worked on Job Simulator — a VR launch title for the HTC Vive
  • Designed and developed menu systems and gameplay content
Lead Programmer
Robot Loves Kitty  ·  Manchester, NH

Upsilon Circuit (PC, Browser, Mobile) — Originally developed in Unity 4.6, migrated to Unity 5.0

  • Designed and developed technology enabling thousands of players to interact in real time with a single game server
  • Built browser, mobile, and standalone applications for audience interaction
  • Developed web server interfaces to a MySQL database with user account management including Steam API integration
  • Designed and developed the Upsilon Circuit Server, including a custom Unity networking library based on Lidgren
  • Designed and implemented action RPG gameplay mechanics
Founder & Lead Programmer
Retro Affect  ·  Meredith, NH

Snapshot (PC, Linux, Mac, PS Vita, PS3, PS4)

  • Sole programmer on the IGF-nominated Snapshot, a physics-based puzzle platformer
  • Developed the Retro Affect Engine — a custom 2D multiplatform engine including: C++ component-based game objects, a full in-game editor, multiplatform support (Windows, Mac, Linux, PS3, PS Vita), and support for physics, audio, Lua scripted objects, animations, input, and rendering
  • Contract software developer for multiple clients, working remotely on various projects
Senior Gameplay Engineer
Burst Online Entertainment  ·  Mesa, AZ

Unannounced MMO (PC)

  • Designed game systems including Inventory, Player Construction, and Land Ownership
  • Implemented game systems to support simulation of hundreds of players, NPCs, and player-built structures
  • Developed using C++, xev (a Lua clone), and Python with an in-house client engine and the Mantrid MMO Server Technology
Lead Gameplay Engineer
Cheyenne Mountain Entertainment  ·  Mesa, AZ

Stargate Worlds (PC)

  • Served as primary liaison between designers and the engineering team
  • Maintained task scheduling and oversaw code reviews for gameplay engineers
  • Worked with other engineering leads to architect new systems
  • Designed and implemented multiple game systems including: Combat, Missions, Inventory, Dynamic NPC and Enemy Spawning, Player Trading, and Auction House

Selected Projects

Education

M.S. Computer Science  —  Artificial Intelligence
Georgia Institute of Technology  ·  Atlanta, GA

Courses: Artificial Intelligence, AI for Robotics, Knowledge-Based AI, Human Computer Interaction, Educational Technology, Video Game Design, AI for Games

B.S. Computer Science  —  Research Specialization  ·  Minor in Mathematics
Clarkson University  ·  Potsdam, NY

Undergraduate thesis on creativity in video games, developed under the guidance of Professor Jan Searleman. Studied abroad at Luleå University of Technology, Sweden (2006).

Teaching Experience

Southern New Hampshire University

GAM 110  —  Game Programming I
GAM 120  —  Intro to Game Development
GAM 220  —  Game Programming II
GAM 312  —  Gameplay Systems and Mechanics
GAM 345  —  Algorithms and Data Structures for Games
GAM 350  —  Multiplayer Game Development
GAM 405  —  Artificial Intelligence for Games
GAM 415  —  Graphics Game Engines
GAM 485/486  —  Game Studio I/II
GAM 495  —  Game Programming Capstone
GRA 211  —  Interactive Animation

Course & Program Development

Course Development
Southern New Hampshire University

Developed curriculum for: GRA 211, GAM 110, GAM 120, GAM 220, GAM 312, GAM 345, GAM 350, GAM 405, GAM 415, GAM 485/486, GAM 495

Program Development
Southern New Hampshire University
  • B.S. Game Programming and Development (2017, 2019 revisions)
  • B.S. Game and Simulation Programming (2020)
  • Minor in Game Programming (2017)

Grants

Patents

System and Method for Surface Feature Detection and Transversal
Carrigg, Emily A., et al., Carrigg, David, et al.
US 20200271451  ·  Filed February 25, 2020  ·  Published August 27, 2020
System and Method for Real Time Control of an Autonomous Device
van Der Merwe, Dirk A., et al., Carrigg, David, et al.
US 20210278851  ·  Filed July 10, 2020  ·  Published September 9, 2021

Awards & Recognition

Professional Associations

Selected Speaking Engagements

Selected Conferences