Machine Learning Research Engineer

Conor Stephens

Specializing in Deep Learning, Reinforcement Learning, and Game Engine Architecture. Bridging the gap between academic research and AAA game development.

Book Chapters
Encyclopedia of Computer Graphics and Games
Stephens, C., & Exton, C.
Detailed methodologies for integrating ML agents into the QA pipeline of game development to automate testing.
Lecture Notes in Artificial Intelligence
Stephens, C., & Exton, C.
Explores the use of multi-agent reinforcement learning to simulate and measure inflationary pressures in virtual economies.
Conference Papers
Electronic Arts (Frostbite)
Aug 2022 - Present
Machine Learning Research Engineer

Developing on-device ML inference runtimes and reinforcement learning training infrastructure for the Frostbite engine using C++ and PyTorch.

University of Galway
May 2024 - Dec 2024
Software Engineer (Contract)

Architected a full-stack educational simulation platform using Node.js, PostgreSQL, and Unity WebGL with real-time ChatGPT integration.

Nequinox Studio
Aug 2021 - Aug 2022
Senior Tools Programmer

Led technical tool development and Houdini pipelines for AAA Unreal Engine titles, bridging engineering and technical art.

VRAI Simulation
Aug 2020 - Aug 2021
Technical Lead

Managed a 12-person team developing VR training simulations for high-risk environments and cross-platform flight simulators.

University of Limerick
Jul 2020 - Jul 2021
University Teacher - AI (Part-time)

Delivered advanced modules on AI and Software Architecture for both BSc and MSc computer science students.

View Modules Taught
  • Deep Learning (MSc)
  • Deep Reinforcement Learning (MSc)
  • Software Architecture and Design (MSc)
  • Neural Computing (BSc)
  • Software Architecture (BSc)
University of Limerick
Jan 2019 - Jul 2020
Lecturer - Games Design & Development

Responsible for curriculum development and delivery for the MSc in Games Design & Development.

View Modules Taught
  • Game Design II: Systems
  • Game Design III: Balance
  • Interactive Narratives - Unity (Fungus, Ink, Yarn)
  • Tools Programming
  • Games Writing & Analysis
Lero (Irish Software Research Centre)
Jun 2017 - Jan 2019
Research Assistant

Developed specialized Esports training and analytics software using Unreal Engine 4.

Demonware
Jan 2016 - Sept 2016
Software Engineer

Developed Python REST web-services and containerized backend infrastructure for major Activision titles.

AAA Racing Game
Unreal Engine 4
Systems Engineering

Contributed to the core matchmaking infrastructure for a major title.

  • Implemented TrueSkill ranking algorithms in C# (ASP.NET) for skill-based matchmaking.
  • Built backend support for Android & iOS cross-play and regional load-balancing.
  • Integrated PlayFab for identity management, time-trials, and rewards.
View on Steam
Deep Learning Shooter
Research Project
Unreal Engine & Python

A multiplayer shooter designed specifically to train and evaluate reinforcement learning agents against human players.

View on Itch.io
Education & Thesis
PhD, Deep Learning
University of Limerick
Thesis: Balancing Multiplayer Games Using Deep Learning.
Focused on evaluating the use of deep learning models to aid game designers in training computer vision and reinforcement learning agents.
BSc, Games Development
First Class Honours
Certifications
  • Certified Scrum Product Owner (ID: 001589160)
  • Duke University: MLOps | Machine Learning Operations
  • Certified Kubernetes Application Developer (CKAD)
  • DeepLearning.AI: Tensorflow Developer
  • Imperial College London: Mathematics for Machine Learning
Technical Stack
C++
Python
PyTorch
Unreal Engine
Unity
TensorFlow
Node.js
PostgreSQL
Docker
AWS / Azure
Reinforcement Learning