Ben Earhart Email and Phone Number
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Currently looking for a position in Orange County, CA or one that is remote.
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Senior Software EngineerRedshift Rendering Technologies Aug 2019 - PresentNewport Beach, California, Us -
Business Owner / Software Development ContractorAdvos, Inc. Dec 2017 - PresentCurrently, Advos is contracted with Improbable.io in the UK.
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Principal EngineerBlizzard Entertainment May 2016 - Jan 2017Irvine, Ca, UsBlade: An R&D project aimed at developing patterns for effective technology sharing within Blizzard. This effort was successful in producing methodologies that were adopted by the company as well as some core technology components. -
Lead Software EngineerBlizzard Entertainment Aug 2012 - May 2016Irvine, Ca, UsNext Generation Distribution Platform (NGDP): NGDP was a complete end-to-end replacement of Activision Blizzard’s publishing pipeline, done in vivo. NGDP is a highly scalable centralized service model publishing system with a well-defined vision. NGDP was developed in tandem with the existing game development. In addition, NGDP was designed for Blizzard to grow into with consideration given to 5- and 10-year usage projections. More games have been released on the platform since my departure including the legacy Blizzard titles “Warcraft III” and “StarCraft”, and the newer Activision-branded titles “Destiny 2”, and “Call of Duty: Black Ops 4”.Ultimately, a labor-intensive multi-day publish process was reduced to one that took few hours, was all automatic, and was controlled by game production. The new publish process was greatly streamlined, so much so, that two internal departments were freed from the process entirely. Likewise, the focus on automation took many people out of the direct release path opening up more flexibility in release timing. NGDP also met the bar that World Of Warcraft could be hot-patched in 30 minutes or less.See the Projects section for more detail about my work on NGDP! -
ContributorBlizzard Entertainment 2014 - 2016Irvine, Ca, UsI contributed to several projects while integrating my team's software at Blizzard. -
Team MemberBlizzard Entertainment 2015 - 2015Irvine, Ca, UsMy team embedded in to the Heroes Of The Storm team in the months preceding the launch of the Technical Alpha. -
Principle Lead Programmer (Ea: Technical Director 1)Bioware Dec 2005 - Jun 2012Edmonton, Alberta, CaClient lead on Star Wars The Old Republic (SWTOR): a record-breaking MMO PC game with, at peak, 1.8M subscribers.I was one of the initial four engineers at the newly founded Bioware Austin studio and, during my time there, my primary responsibility was the development of the SWTOR game client. The nature of this role changed significantly over the years and my contributions included programming, technical direction, project management, employee management, development prioritization, and quality assurance. I also went from being a lone sole contributor to managing 22 reports.Some significant contributions:• Performed core re-write of the HeroEngine renderer. This included a new flexible draw-call sorting mechanism, new shader state management, and the basis for the lighting and shadowing seen in the final game.• Developed the SWTOR memory manager, the core of which was a small-block allocator that could process several hundred million calls per second and scaled almost ideally under concurrency. In addition, a comprehensive monitoring tool was developed for the purposes of identifying allocation patterns and finding leaks.• Developed a custom file system for storing assets streamed down from the server. The file system efficiently managed volumes up to 128G in size, containing millions of files. It supported a directory tree structure, automatic file compression, and atomic batched writes with transparent recovery.• Developed an inter-process communication library that was used in several applications, including the retail game client. This library supported both synchronous and asynchronous calling patterns through common C++ interfaces. On a modern machine at the time, its peak message rate was 4M/s and its peak bandwidth was near 1GB/s. -
Senior ProgrammerSony Online Entertainment Jul 2004 - Dec 2005
Ben Earhart Skills
Ben Earhart Education Details
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The University Of Texas At AustinElectrical And Electronics Engineering
Frequently Asked Questions about Ben Earhart
What company does Ben Earhart work for?
Ben Earhart works for Redshift Rendering Technologies
What is Ben Earhart's role at the current company?
Ben Earhart's current role is Senior Software Engineer at Redshift Rendering Technologies.
What is Ben Earhart's email address?
Ben Earhart's email address is be****@****ard.com
What schools did Ben Earhart attend?
Ben Earhart attended The University Of Texas At Austin.
What skills is Ben Earhart known for?
Ben Earhart has skills like C++, Software Development, Game Development, Software Architectural Design, Windows, Real Time System Design, Real Time Rendering, Content Delivery, Mmo, Management, Data Dissemination, Linux.
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