Benn Herrera Email & Phone Number
@leapmotion.com
4 phones found area 415
LinkedIn matched
Who is Benn Herrera? Overview
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Benn Herrera is listed as Graphics Architect at Geomagical Labs at Geomagical Labs, a company with 46 employees, based in San Rafael, California, United States. AeroLeads shows a work email signal at leapmotion.com, phone signal with area code 415, and a matched LinkedIn profile for Benn Herrera.
Benn Herrera previously worked as Graphics Architect at Geomagical Labs and Software Architect at Reification. Benn Herrera holds Computer Science from University Of California, Berkeley.
Email format at Geomagical Labs
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AeroLeads found 1 current-domain work email signal for Benn Herrera. Compare company email patterns before reaching out.
About Benn Herrera
20 years experience engineering and leadership in several fields including XR, games, scientific imaging, video manipulation, and image processing. Extensive history with startups, studios, and small companies where range of responsibilities defies categorization by title.Skills include architecture, bootstrapping new projects, cross-platform development, automation, project management, production & delivery, and external relations.Expert in C++, C, C#, Lua, consoles, Windows, Android Native, Linux, embedded environments.Shipping credits include dozens of boxed and downloadable game titles, as well as dozens of releases of commercial and consumer software products.Current personal project is high-speed, efficient stereo 3D game engine for PC and mobile platforms built on Vulkan.Located in San Rafael, Marin County, CA
Listed skills include Video Games, Game Development, Ps3, Xbox 360, and 24 others.
Benn Herrera's current company
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Benn Herrera work experience
A career timeline built from the work history available for this profile.
Software Architect
Cross platform C++ development - Windows, Android nativeCross platform C# development, Unity and stand-alone toolingExtensive work on XR application for architecture review and real estate sales.Designed and built an automated system that ingests a Revit architecture model and produces a ready to run multi-user VR experience featuring the converted.
Sr. Engine Programmer
Worked on Sansar, a product for creating and visiting social VR experiences. Implemented internals and user-facing features on VR editor engine, run time engine, and server.Started as senior engineer, promoted to lead of the editor team and then group lead handling multiple teams. Coordinated teams with QA, UX, product, and project management while.
Senior Platform Engineer
Lead Core Engineer on Minecraft: Story Mode projectBootstrapped production, improved engineering and reliability practices: in-game version info, budget tests, fidelity testing, ubiquitous access to in-game debugging featuresLead Engineer on game engine ports for PS4 and Windows 10 UniversalKey engine feature and porting work on multiple consolesResearched.
Production Manager
- Set up and maintained first automated build system
- Helped transition from startup coding frenzy to standard practices. Changes led to more reliable release cycles with much less time in destructive crunch modes
- Managed 5 releases of Leap commercial software and developer kit
- Planned and executed delivery of an additional 3 targeted incremental updates in 3 successive weeks backed up against holiday season
Senior Engineer
- Contributed to major refactor, splitting single usermode process into separate system service and usermode client
- Set up initial examples repo, selected crossplatform application tech, wrote examples, incorporated into automated build
- Work spanned API and system implementation as well as internal utilities
- Architected & implemented redesign of Touchless technology foundation - hierarchical state machine system in Lua with pure C wrapper for Leap API integrated with LuaJIT.
Senior Engineer
Shipped Resistance: Burning Skies for Sony PS VitaShipped Call of Duty: Black Ops Declassified for Sony PS Vita
Senior Engineer
Sr. Engineer (Game Play) for Rock Band 3 on Wii (shipped, 92 MetaCritic).Sr. Engineer (Tools & Tech Lead) for XBLA/PSN titles Zombie Apocalypse 2 and Ugly AmericansCame into RB3/Wii project late in its cycle and quickly ramped up on Harmonix tech becoming productive in short order. Worked on memory saving, speed optimization, controller systems, graphics.
Senior Game Engineer
Game programming generalist.Late addition to Iron Man 2 Xbox 360/PS3 TeamHelped take project from far behind schedule to shipped on time, passing all first party QA on first submission.Worked in C++ and Lua on various aspects of game play, physics usage, character AI, performance tuning and bug fixing in both game and engine code.
Game Engineer
Generalist game engineer for Maxis/EAQuickly assimilated large body of proprietary systems for general game infrastructure, UI and project-specific subsystems.Worked on Spore Creature Keeper (GM reached, ship date pending) general systems, game flow, UI, client/server communications, asset hookup. Saved production team many hours of manual work with.
Senior Game Programmer
Senior PC and Console Game ProgrammerWorked on custom Vicious Engine modifications and game levels on Alien Syndrome for PSP and Wii. Vicious Engine modifications included Wii-specific VRAM management modifications.Wrote a custom 2D engine with Lua script hooks and shipped Cisco Mind Share (PC) on it.
Game Programmer
Shipped PSP title Death Jr. 2, Worked on internal engine technologies such as proprietary scripting language and FSM engine. Did coding required to implement specific game weapons and objects from behaviors to graphics. Did boss-level special coding, graphics features such as a ground-hugging animated reticle as well as custom art & designer tools. Did.
Game Programmer
Worked on 2D casual games for PC using proprietary Orbital Engine and 3rd party technologies. Worked on technology internals of Orbital Engine - data formats, particle system, rendering.Worked with Sony Computer Entertainment on Field Commander/PSP game internals + tools optimizations.
Senior Software Engineer
Business software architecture and implementation. Most work was in Java. Extensive work with XML and DOM as well as SOAP and DHTML.
Senior Software Engineer
Extensive work on 3D volumetric rendering, 2D image manipulation and enhancement, 3D volumetric statistics algorithms. Custom Win32 interface widgets, controls and design. Massive volumetric dataset manipulation tools. Designed and evolved volumetric and time-varying volumetric dataset format.Co-inventor on U.S. Patent 6,295,451 covering the simulated.
Senior Software Engineer
Developed and modified portions of Light Source's Colorshop 2.5 (Win32) product. This work was especially challenging due to the size (>250,000 lines) and legacy nature of the body of code. Gained valuable exposure to color science theory.
Senior Software Engineer
Developed and modified software subsystems for the Texus live broadcast digital character generator. Designed and implemented a macro scripting language for the Texus. Implemented and managed a nightly build system for the team. Developed a Texus emulator (starting from SunOS emulation code) with Visual C++ for the PC using MFC and GDI.
Software Developer And Support Engineer
Authored utility software and example code for developers on the 3DO platform. Answered involved and sometimes bizarre technical questions for developers in addition to providing creative solutions for the unique needs of their real-time titles. Helped form and manage a multi-department group for the revision, quality control, and management of a large.
Graphics & Image Processing Engineer
Developed device drivers for several types of video hardware and file filters for a variety of image formats. Wrote a high-quality, high-performance resampling library. Developed a licensing encryption library. Designed and implemented a license-permitted add-on package installation tool in Motif. Debugged and modified a large variety of modules in a.
Graphics & Language Developer
Wrote a custom LISP interpreter that was used for image processing and application prototyping. Designed and implemented a low level image processing scripting language that executed single frame output image effects. Designed and implemented a high level video segment processing language that compiled to the low-level frame language. Did the majority of.
Software Engineer
Designed and implemented GUI-based productivity tools for managing a developer support porting lab. Wrote a color date book for the then-new Iris Indigo. Worked extensively on a prototype of Irix Voicemail. Administered a lab of machines ranging from entry level systems to project supercomputers.
In-House Software Developer
Wrote data access & processing utilities in C and Bourne Shell. Wrote productivity tools for salespeople in C, Bourne Shell, AWK, and EMACS Lisp. Administered a heterogeneous network of Unix machines. Wrote a custom Lisp interpreter as a tool for writing powerful database scripts.
Colleagues at Geomagical Labs
Other employees you can reach at geomagical.com. View company contacts for 46 employees →
Kinga Dudzik
Colleague at Geomagical LabsSan Francisco Bay Area, United States
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RB
Richard Bowen
Colleague at Geomagical LabsNew York, New York, United States, United States
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AM
Ariane Moore, Allied Asid
Colleague at Geomagical LabsLos Angeles Metropolitan Area, United States
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PK
Philip Kuan
Colleague at Geomagical LabsCupertino, California, United States, United States
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ZN
Zachary Nussdorfer
Colleague at Geomagical LabsVancouver, Washington, United States, United States
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GB
Gresë Boltežar
Colleague at Geomagical LabsLjubljana, Ljubljana, Slovenia, Slovenia
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JB
Jacqueline Bunton
Colleague at Geomagical LabsYpsilanti, Michigan, United States, United States
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Benn Herrera education
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University Of California, Berkeley
Frequently asked questions about Benn Herrera
Quick answers generated from the profile data available on this page.
What company does Benn Herrera work for?
Benn Herrera works for Geomagical Labs.
What is Benn Herrera's role at Geomagical Labs?
Benn Herrera is listed as Graphics Architect at Geomagical Labs at Geomagical Labs.
What is Benn Herrera's email address?
AeroLeads has found 1 work email signal at @leapmotion.com for Benn Herrera at Geomagical Labs.
What is Benn Herrera's phone number?
AeroLeads has found 4 phone signal(s) with area code 415 for Benn Herrera at Geomagical Labs.
Where is Benn Herrera based?
Benn Herrera is based in San Rafael, California, United States while working with Geomagical Labs.
What companies has Benn Herrera worked for?
Benn Herrera has worked for Geomagical Labs, Reification, Linden Lab, Telltale Games, and Leap Motion.
Who are Benn Herrera's colleagues at Geomagical Labs?
Benn Herrera's colleagues at Geomagical Labs include Kinga Dudzik, Richard Bowen, Ariane Moore, Allied Asid, Philip Kuan, and Zachary Nussdorfer.
How can I contact Benn Herrera?
You can use AeroLeads to view verified contact signals for Benn Herrera at Geomagical Labs, including work email, phone, and LinkedIn data when available.
What schools did Benn Herrera attend?
Benn Herrera holds Computer Science from University Of California, Berkeley.
What skills is Benn Herrera known for?
Benn Herrera is listed with skills including Video Games, Game Development, Ps3, Xbox 360, Lua, Perforce, Python, and Game Design.
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