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Brendan Jackson Email & Phone Number

Software Development Engineer III at Amazon - Game Engine & Developer Services at Amazon Web Services (AWS)
Location: Cupertino, California, United States 8 work roles
1 work email found @ymail.com 4 phones found area 501 and 479 LinkedIn matched
✓ Verified Jul 2026 4 data sources Profile completeness 71%

Contact Signals · 1 work email · 4 phones

Work email b****@ymail.com
Direct phone (501) ***-****
LinkedIn Profile matched
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Current company
Role
Software Development Engineer III at Amazon - Game Engine & Developer Services
Location
Cupertino, California, United States
Company size

Who is Brendan Jackson? Overview

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Brendan Jackson is listed as Software Development Engineer III at Amazon - Game Engine & Developer Services at Amazon Web Services (AWS), a with 72973 employees, based in Cupertino, California, United States. AeroLeads shows a work email signal at ymail.com, phone signal with area code 501, 479, and a matched LinkedIn profile for Brendan Jackson.

Brendan Jackson previously worked as SDE III at Amazon Web Services (Aws) and iOS GPU Driver Engineer at Apple.

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*@ymail.com
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Profile bio

About Brendan Jackson

With 20 years of programming experience, I am a seasoned graphics rendering engineer driven by a passion for pushing boundaries. I specialize in crafting robust and efficient real-time rendering applications, consistently delivering high-quality, high-performance results. My expertise extends to effective collaboration with artists and designers, translating creative visions into visually stunning realities. Eager to contribute to projects at the forefront of graphics technology, I bring a proven track record of innovation and a commitment to excellence.

Current workplace

Brendan Jackson's current company

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Amazon Web Services (AWS)
Amazon Web Services (Aws)
Software Development Engineer III at Amazon - Game Engine & Developer Services
seattle, washington, united states
Employees
72973
AeroLeads page
8 roles

Brendan Jackson work experience

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Sde Iii

Current

Sunnyvale, California, United States

Rendering engineer on Open 3D Engine.• Contributions visible in GitHub as rgba16f• Part of the team that wrote a new rendering engine (Atom).• Responsible for reducing Atom’s CPU usage by 30%• Worked on RHI Layer, and integrating Atom into Lumberyard

Jul 2018 - Present

Ios Gpu Driver Engineer

Cupertino, California

• Rewrote iOS Metal Parallel Encoder implementation.• Analyzed iOS graphics workloads for 3rdParty developers.

Mar 2016 - Jul 2018

Gpu Software Performance Engineer

Cupertino, California, United States

• Analyzed the code & performance of multiple 3rd party benchmarks.• Competitive analysis of 3rd party devices.

Jun 2014 - Mar 2016

Senior Programmer

Austin, Texas Metropolitan Area

Star Citizen• Proposed & prototyped a new ultra high draw call rendering approach that required no art process changes.• Educated the art team on the benefits of physically based rendering & required content changes.• Enabled art team education and experimentation by fixing an early public revision of Crytek’s PBR technology.• Collaborated with the art team to evaluate desired new features that DX11 enabled.• Sole graphics subject matter expert for all of C.I.G. and partner developers during 2013.• Mentored junior engineers.• Directed and evaluated work of external graphics contractors.

Jan 2013 - Jun 2014

Senior Engine Programmer

Austin, Texas Metropolitan Area

Unannounced Title (PC Prototype).• Created a hot-swappable DX11 material (shader) runtime system and art pipeline.• Ported the particle system to new engine, including:--- Updated the rendering to DX11.--- Made the runtime content hot-swappable.--- Created a new content pipeline.• Prototyped a Qt based level editor.Starhawk (PS3).• Created a system to manage lightweight decorative objects. --- 350,000 objects used 3MB of memory, less than 1 ms each of SPU and CPU time.--- Collaborated with the Lead Terrain Artist to determine needed improvements to the art pipeline and implemented them.• Took sole ownership of the particle system and art pipeline.--- Worked with the Lead SFX Artist to determine needed features and implemented them.--- E.g. Added the ability to use an arbitrary fixed mesh to control an emitters shape.• Solely responsible for integrating Sony’s Edge geometry optimization technology into the engine and tools.• Implemented solutions for parallelization of bottlenecks through distributed job creation, hand scheduling, and more.• Implemented asynchronous file loading using Sony’s Fios Library.

Sep 2009 - Oct 2012

Senior Software Engineer

Blazing Lizard

iSkyDive (iPhone).•Solely responsible for converting internal game engine to run on iPhone.--- Updated the art pipeline to work with the iPhone engine.Pirates versus Ninjas: Dodgeball (Wii).• Completed the conversion from XBox360 to Wii• Updated and recreated the UI.• Supported the game through submission to Nintendo.

Sep 2008 - Jun 2009

Senior Software Engineer

Unreleased Title (Xbox360 & PS3)•Updated the engine to use Midway’s implementation of Sony’s Edge technology and adapted the Edge implementation to work with the palletized ambient character mesh technology.•Enhanced character and vehicle rendering systems with Epic's composite dynamic lighting technology.Core Technology Group (Xbox360 & PS3)•Mentored junior engineers in Unreal Engine, debugging, architecture and optimization.•Collaborated with the Senior Engine Architect to determine the future direction of the core engine architecture.•Prototyped a library to allow sharing of art assets between teams with incompatible binary data formats.•Upgraded a foreign satellite studio's game engine to match latest Epic technology, including separating rendering onto its own thread.•Implemented shared core technology systems based on game team prototypes.•Validated and approved systems requested for implementation in the core engine.

Feb 2006 - Aug 2008

Engine Programmer

2015, Inc.

Men of Valor (PC & XBox). •Solely responsible for completion of XACT based audio subsystem on Xbox.•Responsible for creation of player save system and DVD file error handling system.•Implemented split screen subsystem based on example code from Unreal Championship.•Solved TCR issues related to saved games, file errors, load times and Xbox Live.

Feb 2003 - Jan 2005
FAQ

Frequently asked questions about Brendan Jackson

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What company does Brendan Jackson work for?

Brendan Jackson works for Amazon Web Services (AWS).

What is Brendan Jackson's role at Amazon Web Services (AWS)?

Brendan Jackson is listed as Software Development Engineer III at Amazon - Game Engine & Developer Services at Amazon Web Services (AWS).

What is Brendan Jackson's email address?

AeroLeads has found 1 work email signal at @ymail.com for Brendan Jackson at Amazon Web Services (AWS).

What is Brendan Jackson's phone number?

AeroLeads has found 4 phone signal(s) with area code 501, 479 for Brendan Jackson at Amazon Web Services (AWS).

Where is Brendan Jackson based?

Brendan Jackson is based in Cupertino, California, United States while working with Amazon Web Services (AWS).

What companies has Brendan Jackson worked for?

Brendan Jackson has worked for Amazon Web Services (Aws), Apple, Cloud Imperium Games, Lightbox Interactive Development, and Blazing Lizard.

How can I contact Brendan Jackson?

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