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Benn Herrera Email & Phone Number

Graphics Architect at Geomagical Labs at Geomagical Labs
Location: San Rafael, California, United States 23 work roles 1 school
1 work email found @leapmotion.com 4 phones found area 415 LinkedIn matched
✓ Verified Jun 2026 4 data sources Profile completeness 100%

Contact Signals · 1 work email · 4 phones

Work email b****@leapmotion.com
Direct phone (415) ***-****
LinkedIn Profile matched
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Current company
Role
Graphics Architect at Geomagical Labs
Location
San Rafael, California, United States
Company size

Who is Benn Herrera? Overview

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Quick answer

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.

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Email format at Geomagical Labs

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{first_initial}{last}@leapmotion.com
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AeroLeads found 1 current-domain work email signal for Benn Herrera. Compare company email patterns before reaching out.

Profile bio

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.

Current workplace

Benn Herrera's current company

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Geomagical Labs
Geomagical Labs
Graphics Architect at Geomagical Labs
San Rafael, CA, US
Website
Employees
46
AeroLeads page
23 roles

Benn Herrera work experience

A career timeline built from the work history available for this profile.

Graphics Architect

Current

Palo Alto, California, US

Wearing the hats and doing the things.

Oct 2020 - Present

Software Architect

Oakland, California, US

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.

Mar 2018 - Sep 2020

Sr. Engine Programmer

San Francisco, CA, US

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.

Aug 2016 - Mar 2018

Senior Platform Engineer

Malibu & Corte Madera, CA, US

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.

Jun 2014 - Aug 2016

Production Manager

San Francisco, CA, US

  • 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
Aug 2013 - Jun 2014

Senior Engineer

San Francisco, CA, US

  • 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.
Nov 2012 - Jun 2014

Senior Engineer

Novato, CA, US

Shipped Resistance: Burning Skies for Sony PS VitaShipped Call of Duty: Black Ops Declassified for Sony PS Vita

Aug 2011 - Nov 2012

Senior Engineer

Irvine, CA, US

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.

May 2010 - Aug 2011

Senior Game Engineer

US

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.

Sep 2009 - May 2010

Game Engineer

Redwood City, CA, US

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.

Mar 2009 - Sep 2009

Senior Game Programmer

US

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.

Jan 2007 - Nov 2008

Game Programmer

Emeryville, CA, US

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.

Jan 2006 - Jan 2007

Game Programmer

Mind Control Software

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.

May 2005 - May 2006

Senior Software Engineer

Senior Software Engineer At Panscopic Corp/Zero G Software

Business software architecture and implementation. Most work was in Java. Extensive work with XML and DOM as well as SOAP and DHTML.

Feb 2002 - May 2005

Senior Software Engineer

Resolution Sciences Corporation

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.

Nov 1998 - Feb 2002

Senior Software Engineer

US

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.

Feb 1998 - Nov 1998

Senior Software Engineer

Abekas Video Systems

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.

Jan 1995 - Jan 1998

Software Developer And Support Engineer

US

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.

Jun 1994 - Dec 1994

Graphics & Image Processing Engineer

Xaos Tools

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.

May 1993 - Jun 1994

Graphics & Language Developer

Computer Arts & Developments

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.

May 1992 - May 1993

Software Engineer

Sgi

Milpitas, CA, US

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.

Nov 1990 - Apr 1992

In-House Software Developer

Lafayette, California, US

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.

Dec 1988 - Sep 1990
Team & coworkers

Colleagues at Geomagical Labs

Other employees you can reach at geomagical.com. View company contacts for 46 employees →

1 education record

Benn Herrera education

  • University Of California, Berkeley
    University Of California, Berkeley
    Computer Science
FAQ

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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