LeJon McGowan

Hi, I'm LeJon McGowan

Game Programmer, from UI to Engine

🇺🇸 Los Angeles, CA

I am an engine programmer with 10 years of experience working among Unity, Unreal Engine 4/5, and proprietary engines. I’ve worked all along the stack from UI to low level engine programming, so feel free to throw any technical challenge my way.

Work Experience

  • Tinted Stardust

    Tinted Stardust

    Core Technologies Engineer

    ● Architectured a generic, context-sensitive interaction system with minimal coupling by use of component pairing.

    ● Provided a workflow to convert level geometry into physics objects to interact with during gameplay



  • Deviation Games (defunct)

    Deviation Games (defunct)

    Sentior Tools Engineer

    ● Developed and maintained tool-chains used to mass query assets, importing and exporting asset data into multiple in-house tools.

    ● Created a pipeline for designers to extract gameplay values from a Microsoft Excel Spreadsheet and mass-insert them into project files.



  • Unity Technologies

    Unity Technologies

    Software Engineer (DOTS)

    ● Profiled, compared, and optimized various systems and features within world-class, real-time performance software.

    ● Taken responsibility for maintaining parts of major, multi-threaded systems within package.

    ● Collaborated with teams across animation, compilers, codegen, etc. across the world to assist in optimizing or streamlining features into core packages, based on the requests of real world users.



  • WayForward Technologies

    WayForward Technologies

    Programmer

    Games Worked on:

    Bloodstained: Ritual of the Night (WayForward) 6/2019

    ● Implemented force feedback for the game, including HD Rumble for the Nintendo Switch port.

    ● Addressed gameplay-related bug fixes (including engine level edits), particularly focused on room and map functionality.

    Spidersaurs (WayForward) 9/2019

    ● Worked with designers and artists to convert concepts into desired gameplay features, including the implementation of hazards and insertion of cutscenes.

    ● Implemented achievements system for iOS within in-house engine.

Professional Work

I've worked on and shipped titles in a variety of tech stacks. Unity, Unreal Engine, and proprietary engines

Personal Projects

Here's what I've been doing on the side

Crab Rays

Crab Rays

A muti-threaded Ray Tracer, powered by Rust

RustPRBLightsMath

Education

  • California Polytechnic State University, San Luis Obispo

    California Polytechnic State University, San Luis Obispo

    Bachelor of Science in Software Engineering

    Sep 2012 - Nov 2017

    Focus on Game Programming and Computer Graphics. Regularly participated in Game Jams.