San Mateo, California
Software Engineer @ Riot Games Project LWorked on a League of Legends IP fighting game in Unreal Engine 4 using GGPO. Primarily as a gameplay engineer, touching a lot of gameplay code in C++ and Blueprints, some engine code, and some backend code in Golang. Focused on core gameplay systems, in-game camera, and character design, while contributing...
Software Engineer @ Riot Games Project LWorked on a League of Legends IP fighting game in Unreal Engine 4 using GGPO. Primarily as a gameplay engineer, touching a lot of gameplay code in C++ and Blueprints, some engine code, and some backend code in Golang. Focused on core gameplay systems, in-game camera, and character design, while contributing to a bunch of other odds and ends.I also helped port Stonehearth to macOS somewhere in there :) From October 2016 to September 2019 (3 years) San Francisco Bay AreaEngine and Tools Engineer @ Super Evil Megacorp Responsibilities:* Worked to improve our proprietary, cross-platform game engine. Written in C++ with bindings to mobile platforms as necessary.* Primary Android port expert.* Re-architected our matchmaking infrastructure to be more scalable, maintainable, and fault-tolerant.Technologies & Methodologies:* C++* Python* Java* Objective-C* Android* iOS* Jenkins* Redis* Subversion From September 2015 to September 2016 (1 year 1 month) San Mateo, CASoftware Engineer in Test @ Google Team: Fun Propulsion Labs, creators of Pie Noon, Flatbuffers, and more!Responsibilities:* Integrated Bullet Physics into our upcoming game.* Helped fix bugs in Flatbuffers.* Contributed to an Entity Component System (ECS) library.* Set up build and test automation on Jenkins.* Created an SQL and Python workflow to collect metadata about important bugs.Technologies & Methodologies:* Python* C++* Java* Android* Jenkins* Bullet Physics* Protocol Buffers* Flatbuffers* SQL* Perforce* Bazel (Blaze)* Code reviews* Linux* git From February 2015 to August 2015 (7 months) Mountain View, CASoftware Engineer in Test @ Google Team: BigtableResponsibilities:* Expanded Bigtable master performance testing framework.* Streamlined the Bigtable release process.Technologies & Methodologies:* Python* C++* Protocol Buffers* Perforce* Bazel (Blaze)* Code reviews* git* Linux* vim From September 2013 to February 2015 (1 year 6 months) Mountain View, CAGraphics Tools Developer @ Intel Responsibilities:* Implemented an ASP.NET MVC web application to view and edit register definitions. This replaced a long-standing tool.* Designed and implemented a command-line interface to run batch jobs for a GUI-only tool.Technologies & Methodologies:* C#* ASP.NET MVC* JavaScript* jQuery* Subversion (SVN)* Visual Studio* Agile* Scrum From February 2013 to July 2013 (6 months) Folsom, CaliforniaXeon Debug Tools Developer @ Intel Responsibilities:* Designed and implemented a YAML and Python-based description language to provide a high-level interface to internal CPU debug features.* Integrated the API with a GUI tool written by other developers.* Created a tool to enable internal CPU debug features.* Coordinated with developers around the world.Technologies & Methodologies:* Python* XML* YAML* Subversion (SVN)* Linux* git* vim From August 2011 to February 2013 (1 year 7 months) Columbia, South CarolinaSoftware Development Engineer Intern @ Microsoft Responsibilities:* Designed and implemented a paravirtualized keyboard device for HyperV.* Consisted of a user-space program in the host and a kernel driver in guests.* Presented the work to senior managers within the Windows division.Technologies & Methodologies:* C++* Windows Kernel* WinDBG* COM* Perforce* git* Source Insight* vim From May 2009 to August 2009 (4 months) Redmond, WashingtonUndergraduate Researcher @ Communication Network Services Responsibilities:* Spent summer researching virtualization techniques to determine sources of networking overhead.* Benchmarked multiple hypervisors: Xen, VMware Server, VirtualBox, QEMU.* This work continued as an undergraduate reserach project in the 2008-2009 school year.* Presented a poster at Supercomputing 2008.Technologies & Methodologies:* Oprofile* Linux* Hypervisors: Xen, VMware Server, VirtualBox, QEMU From June 2008 to August 2008 (3 months) Blacksburg, VirginiaMail Team Intern @ AOL Responsibilities:* Created a Google Gadget for AOL Mail.Technologies & Methodologies:* JavaScript* HTML & CSS From June 2007 to August 2007 (3 months) Dulles, VirginiaProject Lead, Creative Director @ Project Shiro Lead and Creative Director of the indie game Project Shiro, a top-down 2D action roguelike. Responsible for project direction, game design, engineering, and co-authoring game narrative. Senior Engineer @ OtherSide Entertainment Gameplay Programmer @ Heart Machine Gameplay programming on Solar Ash From October 2019 to January 2020 (4 months) focused Host @ focused Helped clients accomplish personal and professional tasks during a short session through goal setting, meditation, and regular check ins. From March 2020 to August 2020 (6 months)
Riot Games
Software Engineer
October 2016 to September 2019
San Francisco Bay Area
Super Evil Megacorp
Engine and Tools Engineer
September 2015 to September 2016
San Mateo, CA
Software Engineer in Test
February 2015 to August 2015
Mountain View, CA
Software Engineer in Test
September 2013 to February 2015
Mountain View, CA
Intel
Graphics Tools Developer
February 2013 to July 2013
Folsom, California
Intel
Xeon Debug Tools Developer
August 2011 to February 2013
Columbia, South Carolina
Microsoft
Software Development Engineer Intern
May 2009 to August 2009
Redmond, Washington
Communication Network Services
Undergraduate Researcher
June 2008 to August 2008
Blacksburg, Virginia
AOL
Mail Team Intern
June 2007 to August 2007
Dulles, Virginia
Project Shiro
Project Lead, Creative Director
OtherSide Entertainment
Senior Engineer
Heart Machine
Gameplay Programmer
October 2019 to January 2020
focused
focused Host
March 2020 to August 2020
Project LWorked on a League of Legends IP fighting game in Unreal Engine 4 using GGPO. Primarily as a gameplay engineer, touching a lot of gameplay code in C++ and Blueprints, some engine code, and some backend code in Golang. Focused on core gameplay systems, in-game camera, and character design, while contributing to a bunch of other... Project LWorked on a League of Legends IP fighting game in Unreal Engine 4 using GGPO. Primarily as a gameplay engineer, touching a lot of gameplay code in C++ and Blueprints, some engine code, and some backend code in Golang. Focused on core gameplay systems, in-game camera, and character design, while contributing to a bunch of other odds and ends.I also helped port Stonehearth to macOS somewhere in there :)
What company does Gabriel Martinez work for?
Gabriel Martinez works for Riot Games
What is Gabriel Martinez's role at Riot Games?
Gabriel Martinez is Software Engineer
What industry does Gabriel Martinez work in?
Gabriel Martinez works in the Computer Software industry.
Who are Gabriel Martinez's colleagues?
Gabriel Martinez's colleagues are Jeremy Thompson, Lynn Li, Lelievre Romain, Mehmet Bilge, Janet Shim, Hokan Lo, Kaitlin Thomas, Michael Thorne, Justin O'Brien, and Joshua Brian Smith
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