Jared Thomson

My Role

October 2015 - Current
I work as a Lead Programmer & Senior Software Engineer at Snowed In Studios, serving multiple teams. This has me working about %50 in a leadership, management and HR context across a few teams. The other half of my time is spent engineering on a project for Hangar 13.

My role changes a lot month to month. Some of my responsibilities include:

  • Recruiting, screening and testing programmers.
  • Code reviewing for teams headed by non-technical managers.
  • Building estimates for project proposals.
  • Engineering and writing for SR&ED.
  • Organizing fun studio events.


I specialize in C++ development surrounding gameplay and engine work. As a hobbyist I taught myself web and server development, enabling me to help our studio adopt more modern practices in these areas as well. I'm a competent Unity developer, and do use this skill at Snowed In, but would consider this skill secondary to my experience in C++ engine and game development.

There's no engine that we use "the most" at Snowed In. I work on client projects which requires me to jump between various proprietary engines, Unity and Unreal frequently.


Compiler Mandate (Unannounced)

June 2017 - Current


I'm currently working as an engineer and team lead for an unannounced game by Hangar 13 (a 2K studio). This outsourcing mandate involves writing a compiler for a visual scripting language that will generate C++ then native binaries. The compiler we're developing is written in C++ utilizing their propritary engine. 

Closing Greenlight (Rokh)

April 2017 - June 2017

On Rokh I worked as an engineer, to help Nvizzio close tasks before their greenlight early access. I spent time working largely on UI and Gameplay related tasks and bugs. Rokh is developed in Unreal Engine 4 using C++.


Mobile Game (Unannounced)

April 2017 - Current


Currently nearing the end of production, I act as a supervisor for an upcoming mobile game for Nickelodeon.

Web Games (PBS Kids)

2015 - Current (sparse)


I support the development of a variety of web mini-games for PBS Kids and Wild Kratts. I work as an engineer, manager, or producer as needed. 

AI Mandate (Unannounced)

May 2015 - March 2016


I worked as a lead and engineer for the better part of a year on an unannounced project for Warner Brothers Games. Our mandate was AI focused, and utilized C++ in Unreal Engine 3.

Web Games (Various Clients)

2015 - Current (sparse)


I worked as a lead and engineer on a series of web games. Notably I lead the development and design of an internal editor used to perform scene layout and data manipulation that was previously done in code by hand in our studio.

PS4 Port (AdVenture Capitalist)

February - April 2016


I lead a small team in porting this popular PC and mobile game, Adventure Capitalist to the PlayStation 4.  Adventure Capitalist is developed in C# using Unity.

Mobile Game (Wild Kratts)

October 2015 - April 2016


I worked as a senior engineer on this title, launched in late 2015 on iOS and Android. Wild Kratts Baby Buddies lets parents and their kids learn about animals together. Developed using C# and Unity.


About Snowed In Studios

Links: Official websiteTwitter, LinkedIn


My Role

September 2014 - September 2015
I spent a year with the team on For Honor, taking the game from an unannounced pre-alpha into player hands. I joined the UI team in October 2014 as a Generalist Programmer and developed UI systems for handling popups and our single player and mission UI. I worked with the other developers on our team to help implement game mode UI's and menus while maintaining the systems I developed to enable the development of these features.


On For Honor my development experience was entirely in C++ using in house tools. The UI is authored in Adobe Flash and exported for an in house system not dissimilar to scaleform in purpose.

Among the UI technology we use is a fire-and-forget popup system I had the privilege of developing for our growing team. With this system we could simplify most of our UI into a series of controlled lifetime and pooled widgets with prioritized parameters; prioritized parameters allowed artists, designers and programmers to specify UI data wherever it made sense for that data to be specified.

About For Honor

Carve a path of destruction through an intense, believable battlefield in For Honor, a brand-new, groundbreaking melee action game developed by Ubisoft Montreal in collaboration with other Ubisoft studios. For Honor will be coming out on February 14, 2017 on PS4, Xbox One, and PC.
Enter the chaos of war as a bold Knight, brutal Viking, or deadly Samurai, three of the greatest warrior legacies. Master the sword and fight in brutal, fast-paced melee combat across an engaging story campaign and groundbreaking multiplayer modes.
The Art of Battle, For Honor’s innovative control system, puts you in total control of your Heroes, each with distinct skills and weapons. The combat is designed to deliver the feeling of real dueling without sacrificing accessibility and simplicity. It has been created with motion capture by real martial artists and professional stuntmen to bring the action to life like never before

Links: Official website, Twitter

Launch Date: February 14, 2017
Platform(s): PS4, Xbox One, PC


My Role

April 2014-September 2014
On this 6 month mandate I worked mostly solo to take care of our first contact on Shape Up. The first contact is the first 10 minutes every player experiences that will teach them about the game world through tutorials. I developed tools for our designers to manipulate the introduction flow, and spent time developing and integrating content for this experience.


Shape up is an Xbox One exclusive for kinect. I developed using in house tools in C++, and created modules for a node-based scripting editor that I then used to implement some of the flow through the first contact.

About Shape Up

Sure you want to get in shape, but who wants to go to the gym? Same boring gym. Same boring workout. Same guy sweating all over the machine you want to use. Going to the gym is a grind, so we made something better. We made Shape Up.

Shape Up is built on the idea that when you have fun, you get better results.

Launch Date: November 11 2014
Platform(s): Xbox One


My Role

April 2013 - April 2014
As a generalist programmer I worked primarily to optimize 3D aspects of the UI for performance and memory, I also worked to create some new menus and hud elements. One of the larger areas I worked on was the Indicators. In Watch Dogs, indicators are 3D hud elements that can show what you can hack and the progress of your hack, GPS waypoints, mission objectives, item pickups and areas of interest. There were in total over 30 unique indicator types that all behaved slightly differently and often had unique needs for memory pooling and audio-visual feedback.

I worked on Watch Dogs from pre-alpha to launch (April 2013 - April 2014).


On Watch Dogs my development experience was entirely in C++ using in house tools. The UI is authored in Adobe Flash and exported for an in house system not dissimilar to scaleform in purpose.

About Watch Dogs

Launch Date: May 27, 2014
Platform(s): PS4, PS3, Xbox One, Xbox 360, PC, WiiU*

* I shipped on all target platforms except the later released WiiU version of Watch Dogs.


My Role

March 2012 - April 2013
Magmic is known for some of the best games on Blackberry. After shipping the Blackberry 10 operating system at QNX software systems, I joined Magmic to work as a programmer and offer what insights I could on the development process for this brand new blackberry platform. Over time I worked on our multi-platform titles and maintained our open source game engine across used our products.


Brand IP

Magmic IP

  • Texas Hold 'Em King Live
  • Texas Hold 'Em King Live 2
  • Slots King

About Magmic

Links: Official websiteTwitter


My Role

April 2011 - March 2012
I worked at QNX software systems to help in the development of the BB10 operating system that's now running on all modern blackberry phones.

Using C and OpenGL:ES I worked with 2 others to develop the home screen and title bar for the system across all devices. Specifically I was responsible for folders on the home screen, the title bar and text rendering.