Benn Herrera Email and Phone Number
Benn Herrera work email
- Valid
Benn Herrera personal email
- Valid
Benn Herrera phone numbers
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
Geomagical Labs
View- Website:
- geomagical.com
- Employees:
- 46
-
Geomagical LabsSan Rafael, Ca, Us -
Graphics ArchitectGeomagical Labs Oct 2020 - PresentPalo Alto, California, UsWearing the hats and doing the things. -
Software ArchitectReification Mar 2018 - Sep 2020Oakland, California, UsCross 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 structure(s)Designed and built an automated system that accepts a set of GPS coordinates and produces a ready to run multi-user VR experience featuring the specified terrain with facility for highlighting real estate plots and boundaries. -
Sr. Engine ProgrammerLinden Lab Aug 2016 - Mar 2018San Francisco, Ca, UsWorked 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 continuing to code bug fixes and features. -
Senior Platform EngineerTelltale Games Jun 2014 - Aug 2016Malibu & Corte Madera, Ca, UsLead 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 cinematography for understanding requirements of client content creatorsShipped over a dozen multi-platform products in digital and retail box formats -
Production ManagerLeap Motion Aug 2013 - Jun 2014San 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 -
Senior EngineerLeap Motion Nov 2012 - Jun 2014San 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. -
Senior EngineerNihilistic Software Aug 2011 - Nov 2012Novato, Ca, UsShipped Resistance: Burning Skies for Sony PS VitaShipped Call of Duty: Black Ops Declassified for Sony PS Vita -
Senior EngineerBackbone Entertainment May 2010 - Aug 2011Irvine, Ca, UsSr. 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 issues and bugs.Transitioned to tools & tech lead and absorbed Spigot technology. Worked on engine internals, DLC system, tools and build systems for the Zombie Apocalypse 2 and Ugly Americans titles. -
Senior Game EngineerSecret Level Sep 2009 - May 2010UsGame 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 EngineerElectronic Arts Mar 2009 - Sep 2009Redwood City, Ca, UsGeneralist 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 one-off utility scripts. Coordinated with art dept. on addition of new assets to game. -
Senior Game ProgrammerTotally Games Jan 2007 - Nov 2008UsSenior 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 ProgrammerBackbone Entertainment Jan 2006 - Jan 2007Emeryville, Ca, UsShipped 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 extensive network coding for a PS3 arcade pack project. -
Game ProgrammerMind Control Software May 2005 - May 2006Worked 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 EngineerSenior Software Engineer At Panscopic Corp/Zero G Software Feb 2002 - May 2005Business software architecture and implementation. Most work was in Java. Extensive work with XML and DOM as well as SOAP and DHTML.
-
Senior Software EngineerResolution Sciences Corporation Nov 1998 - Feb 2002Extensive 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 staining of digitized microscopic images.
-
Senior Software EngineerLight Source Feb 1998 - Nov 1998UsDeveloped 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 EngineerAbekas Video Systems Jan 1995 - Jan 1998Developed 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 EngineerThe 3Do Company Jun 1994 - Dec 1994UsAuthored 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 body of example code. -
Graphics & Image Processing EngineerXaos Tools May 1993 - Jun 1994Developed 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 sophisticated, high-end post-production system built on a variety of proprietary technology libraries.
-
Graphics & Language DeveloperComputer Arts & Developments May 1992 - May 1993Wrote 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 the development for a non-linear editing and post-production system.
-
Software EngineerSgi Nov 1990 - Apr 1992Milpitas, Ca, UsDesigned 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 DeveloperFranz Inc Dec 1988 - Sep 1990Lafayette, California, UsWrote 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.
Benn Herrera Skills
Benn Herrera Education Details
-
University Of California, BerkeleyComputer Science
Frequently Asked Questions about Benn Herrera
What company does Benn Herrera work for?
Benn Herrera works for Geomagical Labs
What is Benn Herrera's role at the current company?
Benn Herrera's current role is Graphics Architect at Geomagical Labs.
What is Benn Herrera's email address?
Benn Herrera's email address is be****@****hoo.com
What is Benn Herrera's direct phone number?
Benn Herrera's direct phone number is +141584*****
What schools did Benn Herrera attend?
Benn Herrera attended University Of California, Berkeley.
What are some of Benn Herrera's interests?
Benn Herrera has interest in Aeronautics, Dogs And Cats, Tennis, What Have You, History, Critters In General, Actually Playing Computer Games.
What skills is Benn Herrera known for?
Benn Herrera has skills like Video Games, Game Development, Ps3, Xbox 360, Lua, Perforce, Python, Game Design, Gameplay, Game Programming, C++, Wii.
Who are Benn Herrera's colleagues?
Benn Herrera's colleagues are Philip Kuan, Jacqueline Bunton, Ariane Moore, Allied Asid, Kinga Dudzik, Zachary Nussdorfer, Richard Bowen, Gresë Boltežar.
Free Chrome Extension
Find emails, phones & company data instantly
Aero Online
Your AI prospecting assistant
Select data to include:
0 records × $0.02 per record
Download 750 million emails and 100 million phone numbers
Access emails and phone numbers of over 750 million business users. Instantly download verified profiles using 20+ filters, including location, job title, company, function, and industry.
Start your free trial