Summary
Adam Weesner is a gameplay-focused software engineer with eight years of experience building mechanics and systems for AAA and indie titles, currently contributing to Diablo IV at Blizzard Entertainment. He has deep Unreal and Unity experience, having authored weapon mod systems, networked gameplay replication, vehicle and melee systems, and platform certification/debug tooling across consoles and mobile. Adam’s background ranges from optimizing level streaming and memory (including a 65% asset-size reduction) to implementing data-driven UI and telemetry for robust debugging. He’s proven at making designer-friendly tools and deterministic network behavior—minimizing server traffic while validating client simulation. Based in Albany, NY, he blends hands-on engine work with product responsibilities like Scrum/Product Owner duties, bringing both technical rigor and cross-discipline communication to game teams. An avid problem-solver, he often surfaces non-obvious optimizations early (e.g., chunked asset loading and targeted RPC separation) that materially improve performance and multiplayer fidelity.
8 years of coding experience
7 years of employment as a software developer
Associate of Science - AS Computer Science, Associate of Science - AS Computer Science at Saddleback College
Bachelor's degree Computer Science, Bachelor's degree Computer Science at California State University, Fullerton