As part of Activision Blizzard, we run every part of the players' online experience, from logging in to climbing the leaderboards.
Recognizing a player everywhere they log in.
Putting all the right players together in one session, a few thousand times a second.
Buying that bigger gun for the next raid, or a new hat because… new hat!
Ranking the winners, among friends or the best in the world.
Gathering, cleaning and crunching every bit of information to make the next player experience better.
Content and Storage
Delivering DLC and title updates or saving loadouts and highlight reels, all to keep things fresh for the players.
Our East Van location is convenient to Olympic Village and the Main Street-Science World SkyTrain stop. Our spacious offices, spread across two floors, look out across the mountains.
Located in Dublin’s vibrant city centre, we're close to shopping, cinemas and many, many pubs. Recently renovated, our top floor office enjoys panoramic views of the city's historic skyline.
We're based in one of Shanghai's central city districts with convenient access to line 1 metro. Our newly refurbished office is co-located with other parts of Activision to support our China game titles.
The Products department creates the foundation for Activision games online features. We provide deep expertise in game-specific services such as matchmaking, in-game economy, managing user-generated content, and player identity.
Platform & Infrastructure
The Platform and Infrastructure department designs and operates our public cloud and global hosting presence. We also develop efficient, responsive in-house frameworks and libraries to build, deploy and monitor our services.
The Titles department works side by side with game studios like Treyarch to develop innovative online features, launch new titles smoothly each year, and provide support throughout the life of a game.
Data & Analytics
The Data department processes and warehouses every piece of our game data. Analytics then uses that data to create the business intelligence behind how Activision tunes game mechanics and designs new features.
The Experience Optimization department focuses on the player experience both inside and outside the game. From personalized messages to presenting match analysis through companion apps, we build the world around the player.
The non-engineering departments work both within Demonware and across Activision to serve studios efficiently. From documenting our tech to planning annual budgets to hosting events, we’re the grease in the gears.
John was an original Demonware engineer: he wrote our first lines of code and also irresponsibly cabled our first office. Today crunching with Activision studios takes most of his time.
VP, Technology Strategy / Co-head of Demonware
Jon began his career as software developer then transitioned into product management / business operations in financial services and video games. After a decade, he’s excited to able to legitimately claim he’s “working” when he's grinding away on Zombies.
Art was actually a part of the original Demonware team. After a decade in StartupLand, he’s now back building new relationships and leading future strategy.
Senior Director of Engineering, Platform
Andrew spent 20 years leading teams developing telecoms and IoT systems for customers all over the world. He finally has a job his kids think is cool.
Head of Engineering, Titles
Jason joined the Title Support team back in the days of Guitar Hero and Tony Hawk. In the decade since, he’s helped Demonware and the Call of Duty franchise grow together.
Senior Director of Engineering, Products
After years in content management, workflow engines, and network planning and optimisation, Tendayi is happy he can talk about work at parties without people’s eyes glazing over.
Director of Studio Operations
Brendan, a ten year veteran, started just after Demonware joined Activision. After beginning in project management, he is now a key ambassador to studios and corporate HQ in Santa Monica.
Director of Engineering, Data
James has led games industry engineering teams for almost 20 years, ranging from graphics and low-level engine optimization to cloud-scale distributed systems. He spends his days making data available to help teams throughout the company make even more awesome player experiences.
Director of Experience Optimization
Mark has spent the last 10 years building teams to support player experiences, including software development, project management, and design. He also spends lots of time playing Call of Duty for “research”.
Director of Engineering, China Titles
Byron leads the Shanghai office, which he helped found in 2012 to deliver features for Activision’s China titles. He is permanently studying to improve his Mandarin Chinese.
Suzanne started as an engineer on operating systems and networking before moving into gaming. She’s worked on hundreds of AAA and casual games. As a player, her favorites are FPS and driving games.
Director of Product Management
Xander wrote his first 8-bit computer game as a kid in the mid-80s. After designing for defence, telecoms, digital print and smart grid, he’s now behind some totally righteous 64-bit games.
Mike built recommendation systems and network policy controllers before landing his dream job in gaming. Since joining, he has worked in almost every area of Demonware’s engineering organization.