Steven Sadler

Steven Sadler

Software Engineer Iii @ Scientific Games

About Steven Sadler

Steven Sadler is a Software Engineer III with a diverse educational background in architecture, animation, and computer science. He specializes in converting legacy Flash games to modern HTML formats and has developed tools to optimize game asset preparation.

Current Role at Scientific Games

Steven Sadler has been employed at Scientific Games as a Software Engineer III since 2014. His tenure at the company spans ten years, during which he has contributed to various software development projects. His role involves leveraging his technical skills to enhance gaming experiences and optimize software performance.

Education and Academic Background

Steven Sadler holds a Bachelor of Architecture from the University of Tennessee, Knoxville. He also earned a Bachelor of Fine Arts in Animation from the Academy of Art University. Furthering his education, he completed a Master of Science in Computer Science at the Georgia Institute of Technology from 2019 to 2021.

Previous Work Experience at Electronic Arts

Steven Sadler has held multiple roles at Electronic Arts. He worked as a Development Tester for one month in 2006, followed by a two-year tenure as an Animation Tester from 2006 to 2008. He also served as a Tools Tester for one month in 2005 and later worked as a Software Engineer for one year from 2008 to 2009.

Specialization in Game Development

Steven specializes in converting legacy Flash games into modern HTML formats. He developed a texture packer tool using Java/LibGDX, which optimizes asset preparation for HTML games. Additionally, he has expertise in building computer vision prototypes using C++.

Experience at Other Gaming Companies

Before joining Scientific Games, Steven worked at several other gaming companies. He was a Gameplay Engineer at Gazillion Entertainment for five months in 2011-2012 and served as a Software Engineer at Playtika Santa Monica for eight months in 2012-2013. During his time in these roles, he engineered a prize distribution algorithm that dynamically allocates smaller prizes based on player achievements.

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