Tim Kennedy
Quality Engineer, Fortnite Creative at Epic Games
Based in Dallas-Fort Worth, United States
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Seniority
Staff
Department
Engineering
Location
Dallas-Fort Worth
Industry
Computer Games
Company size
12K
Contact information
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t•••••••@epicgames.com
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Background
About Tim Kennedy
Veteran Game Industry Tech Leader Having 10+ years experience in the games and entertainment development space I'm the guy who can take your vision from a napkin to a fully realized experience. I've worked at a variety of video game, enterprise, and big tech companies where I've been fortunate to experience nearly every function you can have as a programmer. I've successfully lead development teams both on-site and remote, full time as well as contract and freelance. I've also worked in robotics, AR/VR, gamification, and simulation for various companies (both startups and established names). I'm currently at Epic Games on the Quality Engineering team working on Fortnite Creative. Its been a long journey in and out of games to get here. Epic is creating amazing things and I'm so fortunate to be able to be a part of the team that is creating the future of games, entertainment, and so much more. Previously I was contracting for Meta Reality Labs Research working on the Codec Avatars team where I've been able to directly work on the next generation of digital human interaction at one of the most impressive companies in the world. I am the Lead Software Engineer for the Quality Evaluation team, building tools to evaluate and scale our processes for completing the feedback loops on how well our avatars look, feel and perform. Before that, I was the Lead Developer of Aim Gods for Finalmouse LLC, leading their experiential purchasing eSports game built in Unreal Engine 4. I lead a globally distributed team of 6 to create the serverless infrastructure and also designed the framework to support tens of thousands of players simultaneously on our AWS back-end. We made great use of Amazon's Gamelift systems for dedicated servers and matchmaking as well our own bespoke friends, chat, and ELO systems. Before that I served as CTO and Chief Product Officer (I basically was in charge of all tech decisions and product direction) at Wit Innovation, whose flagship product was hitgoalz Battlegroundz. It was the world's first true Gamification 2.0 Saas Sales platform. I designed and built our entire platform which uses.Net Core and Angular 7 on an Azure back-end. Our mobile companion app is built in Unity and integrates seamlessly with our platform. I've worked in and out of the Games Industry since 2012 for many different companies as well as making my own games. I'm happy to be back and here to stay.
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