Dan Higgins

Dan Higgins Email and Phone Number

Chief Architect, Software @ SambaNova Systems
Seattle, WA, US
Dan Higgins's Location
Seattle, Washington, United States, United States
Dan Higgins's Contact Details
About Dan Higgins

As the Owner and Architect of Tech 52 Studios, I combine 25+ years of experience in game and simulation engine development with a passion for mentoring and technical excellence. My career has taken me through pivotal roles at Microsoft, BioWare (EA), MathWorks, Intel, and more, where I’ve led teams in building high-performance solutions across gaming, simulation, AI, finance, and scientific computing.I thrive in pushing boundaries—whether developing innovative, cross-platform engines, leading AAA game development, or bringing groundbreaking AI into simulations. My approach balances hands-on architecture with leadership and mentoring, making sure our solutions are fast, future-proof, and designed to stand the test of time.At Tech 52 Studios, I focus on empowering teams, advancing modern C++ techniques, and implementing best practices that ensure scalable, efficient solutions. I’m also an advocate for bridging the gap between academia and industry, actively participating in conferences like cppcon and SISO, mentoring teams, and serving on advisory boards to help guide the next generation of engineers.From developing award-winning games, starting with Empire Earth, to building high impact simulation engines for STORMBREAKER, to architecting large-scale distributed engines at Microsoft, I’m committed to crafting future-proof solutions that deliver long-term success. Whether it's building greenfield projects or optimizing complex systems, innovation and human connection are at the core of what I do.

Dan Higgins's Current Company Details
SambaNova Systems

Sambanova Systems

View
Chief Architect, Software
Seattle, WA, US
Website:
sambanova.ai
Employees:
467
Dan Higgins Work Experience Details
  • Sambanova Systems
    Chief Architect, Software
    Sambanova Systems
    Seattle, Wa, Us
  • Sambanova Systems
    Chief Architect, Software Performance
    Sambanova Systems Oct 2024 - Present
    Palo Alto, Ca, Us
    Using software optimization to help deliver high-performance AI solutions using the power of the Sambanova platform.
  • Tech 52 Studios Llc
    Owner & Architect
    Tech 52 Studios Llc May 2022 - Present
    Strategic Architectural Leadership:At Tech 52 Studios, I spearhead the design, leadership, and construction of high-performance, resilient solutions in diverse sectors such as Simulation, Gaming, Streaming, Finance, Scientific Computing, and Game AI. My focus is on leveraging modern C++ to create groundbreaking and robust technology architectures as well as leveraging innovative approaches with AI to create unique and high business impact solutions for companies.Advanced Technical Mentoring:I love training and elevating our team's expertise through in-depth training programs in modern C++ techniques, design patterns, and industry best practices. My goal is to cultivate an environment of rapid development, peak performance, and a zero-bug culture, ensuring our team is at the forefront of technological advancements.Pioneering Efficiency and Innovation:Tech 52 Studios has a "10x Development" methodology. This approach produces exceptionally fast and efficient solutions that are both innovative and future-ready. Our philosophy and execution results in high customer satisfaction and loyalty.In this role, my primary objective is to blend vision, leadership, and technical mastery, steering Tech 52 Studios towards becoming a beacon of innovation in technology and game development. Our mission is to vastly exceed the expectations of our clients, provide huge positive business impact for them and to pave the way for future advancements in the tech industry.Recent Projects:STORMBREAKER: Architect and Simulation Lead for project STORMBREAKER, an AI-enabled Joint Operational Planning Toolkit (JOPT) to revolutionize military planning, wargaming, and multi-domain operational strategy. Built C++20 headless simulation engine from scratch. Tech stack includes: C++20, C#, python, cmake, vcpkg, boost, pybind11, entt (ECS), flatbuffers, zeroMQ, RabbitMQ, React, Typescript, Go.Finance: Trace and optimize sub-1ms transactions throughout pipeline across thread boundaries.
  • Bioware
    Technical Director Ii (Engine)
    Bioware Sep 2022 - May 2023
    Edmonton, Alberta, Ca
    As lead of the shared Unreal 5 engine, my role as the Technical Director of the Engine team at BioWare was to both support and elevate the capabilities of our teams and content creators, particularly in harnessing the power of Unreal Engine 5 for new games. My responsibilities encompass a wide range of strategic and hands-on activities:Strategic Technical Leadership:Guide development teams through complex technical challenges, ensuring seamless integration and optimization of Unreal Engine 5. Focus is on aligning engine capabilities with the creative and technical demands of new game projects.Cross-functional Collaboration:Foster a collaborative environment, working closely with various teams across BioWare. From content creators, to technical artists, and other stakeholders, ensure that the shared engine exceeds the requirements of our diverse projects, delivering timely robust solutions for rapid iteration with our customers. Our goal, empower the content creators and designers to build the best possible AAA narrative games in the industry within Unreal Engine 5.Innovation and Development:Leverage my extensive expertise in C++, games, and simulation to develop and implement high-performance, data-driven, and extensible engine solutions. These solutions are designed to push the boundaries of gaming technology and enable the creation of groundbreaking gaming experiences.Continuous Engine Enhancement:Continuously improve the shared codebase utilizing Unreal Engine 5 and development new features and tools. Ensure our engine remains at the cutting edge, empowering creators to realize their vision without technical constraints.Through my leadership at BioWare, I aim to not only address the immediate needs of our projects but also to anticipate and shape the future of game development, keeping BioWare at the forefront of the gaming industry.
  • Microsoft
    Principal Software Engineering Manager (Studio Alpha)
    Microsoft Jan 2020 - Sep 2022
    Redmond, Washington, Us
    Pioneering Simulation Engine Development:At Microsoft, I spearheaded the development of a revolutionary headless, distributed, deterministic, cross-platform simulation engine using modern C++. My team and I crafted a high-performance engine adept at tackling complex cloud-based problems for prestigious clients including NASA. This project exemplified cutting-edge technology and innovative problem-solving.Leadership in a Remote Team Environment:Successfully managed a remote team of 10 responsible for the simulation engine, and the comprehensive ecosystem encompassing related tooling, servers, and services. My leadership style focuses on fostering growth, collaboration, harmony, and technical excellence within the team.Modern C++ Training and Knowledge Sharing:Initiated and conducted advanced training courses in modern C++ (versions 17-20) for all Azure engineers. This program covered topics such as variadic templates, move semantics, concurrency, concepts, and template design patterns, contributing to a wider understanding and skill enhancement in modern C++ across the organization.Focus on Technical Excellence and Innovation:My role was multifaceted, emphasizing growth of an exceptional team and the technical aspects of our projects. This included overseeing the architecture and extensible design of the sim engine, ensuring determinism, and optimizing performance and scalability. My responsibility extended to the architecture and design, and a vast amount of the C++20 codebase.Data-Driven, Expandable Technology Design:I championed a data-driven, expandable approach to technology development. A notable example of this was my decision to design the engine for multi-platform functionality (Windows, Linux, OSX, ARM architectures). This strategic decision expanded performance and feature options for cloud customers and ensured determinism across various platforms and architectures.
  • Intel Corporation
    Graphics And Multicore Developer Relations Engineer (R&D)
    Intel Corporation Apr 2017 - Jan 2020
    Santa Clara, California, Us
    Pioneering Game Engine Technology:I deeply focused on advancing the future of game engines. My role involved exploring and experimenting with emerging patterns, technologies, and hardware, with the goal of understanding and guiding how developers could best utilize these in game development. This included writing AI algorithms to analyze best practices and assess the strengths and weaknesses of new technologies.Innovative Proof of Concept Projects:One of my key achievements was developing a proof of concept using Unreal Engine 4. This project demonstrated how Optane persistent memory and memory-mapping data could revolutionize high-speed zone streaming. Additionally, I built a proof of concept along with an AI tool that tested loading Unreal PAK files in thousands of variations across different hardware setups. This project was crucial in identifying the most efficient methods to load large data sets (10 GB from PAK files), uncovering hidden anti-patterns in the loading process, and determining optimal hardware and operating system usage.Impactful Collaborations with AAA Studios:I actively collaborated with AAA game studios, focusing on optimizing their game engines to maximize CPU performance. These collaborations often involved extensive use of template metaprogramming to precompute solutions, enhancing the efficiency and performance of the engines. A notable collaboration was with Valve to optimize their game, Artifact, where significant improvements in performance were achieved.Driving Industry Change:My research and findings, particularly those from the proof of concept projects, were presented to Intel executives, and executives at the top gaming companies, such as Epic Games, and helping influence strategic decisions to drive technological change.
  • Vreal
    Principal Engineer And Architect
    Vreal Jan 2016 - Mar 2017
    Seattle, Washington, Us
    As the Principal Architect of C++ Native Streaming Technology at VREAL, I designed and built native game engine plugins and services for the next-generation virtual reality streaming platform. My work included designing and building the initial backend game recording and streaming servers, which played a critical role in securing investor funding. I also developed a native C++ plugin for Unity, as well as native C++ middle layers and services that could be shared by multiple game engines and used by servers written in Golang. My systems were scalable, concurrent, robust, and performant.VREAL is the first platform for VR game streaming and discovery, connecting developers, streamers, and viewers on any VR headset or 2D screen.
  • Lunchtime Studios, Llc
    Founder & Chief Technical Officer
    Lunchtime Studios, Llc Mar 2008 - Mar 2017
    Lead creative team of 15 in designing & building the award winning 1920s Poker RPG, Lords of New York. The first 2D game with dynamic micro gestures. A story based poker game using Lunchtime Studios unique 2D animation technology invented specifically for expressive 2D characters from a single image.Built C++ cross-platform, cross-play engine from scratch. (sampling of some of the features)- Multiplayer- Windows, OSX, iOS (OpenGL ES 2.0)- Steam or LAN (sockets), Steam and normal sockets (LAN) can play in the same game.- New type of 2D Animation technology and editors (Editor in Qt)- Full UIX engine with font rendering, dynamic controls, all data drive using XML / Lua driven- AI simulation threads to simulate hand probabilities- Server migration (peer to peer)- Map audio to 2D mouth animations- Blend together multiple animations to produce dynamic 2D animations of varying weights based on emotion.- Built High school football game (2D) prototype using real-world school data, 3D rendered sprites in layers to be colorable for a variety of skin tones, uniforms, etc. Animations in 3DSMax, exported in thousands of frames to produce 16x angles. (Running on Original iPad - 2009)
  • Subatomic Studios
    Ai Consultant - Pathfinding And Physics
    Subatomic Studios Sep 2014 - Apr 2016
    Cambridge, Massachusetts, Us
    Consultant on the latest game in the award winning mobile game franchise, FieldRunners. Wrote the pathfinding, collision detection and physics systems for FieldRunners-Attack!http://subatomicstudios.com/games/fieldrunners-attack/
  • Microsoft
    Senior Software Developer
    Microsoft Sep 2014 - Jan 2016
    Redmond, Washington, Us
    Focused on building solid tools and platform for developers using the Xbox One’s XDK. Designed & implemented new features to the Xbox One OS, and lead refactors from internal tools to foundation libraries to optimizations for the Xbox One. Worked to accelerate development and improve quality for developers internally and externally.
  • Mathworks
    Principal Engineer & Senior Team Lead - Performance
    Mathworks Apr 2008 - Aug 2014
    Natick, Ma, Us
    Lead cross-company / product strike team. Review & advise designs for performance risk. Optimize critical or at risk products & features in C++, Javascript, & MATLAB.6 Patents (see patents section below)One of the top-rated engineers - lead optimizations, performance education, performance tool development, and performance based refactor efforts.Designed / built image compositor system, copy-on-write template, event based remote performance instrumentation system & external tooling, STL diagnostic containers & STL LRU containers, and more.
  • Tilted Mill Entertainment
    Senior Programmer
    Tilted Mill Entertainment Jul 2006 - Mar 2008
    Us
    Game programmer. Design / Build dynamic road systems using procedural graphics. All things roads including UI, graphics, physics, traffic, bridges, etc.
  • Blue Fang, L.L.C
    Senior Software Engineer
    Blue Fang, L.L.C Dec 2005 - Jul 2006
    Us
    R&D Team (Havok, Unreal Engine 3). Wrote Unreal 3 Visual Studio Add-on to display FName Strings (and Object names) in the debugger - shared with/by Epic Games.
  • Stainless Steel Studios, Inc.
    Game Ai Programmer
    Stainless Steel Studios, Inc. Mar 1999 - Nov 2005
    Us
    Architecture, optimization, pathfinding, terrain analysis, AI programmer for AAA RTS games such as the original Empire Earth, Empires: Dawn of the Modern World and Rise & Fall: Civilizations at War.
  • Mystic River Software
    Software Engineer
    Mystic River Software 1998 - 1999
    Wrapped VBA COM so that it could be embedded in other applications. Heavy focus on COM programming.
  • Interactive8
    C++ Programmer
    Interactive8 1997 - 1998
    Built C++ search engine for the A&E Channel and Biography Channel. Built forums for The History Channel's website.

Dan Higgins Skills

Directx Game Programming Lua C++ Html Perforce Xml Visual Studio Python Opengl Qt C# Game Design Objective C Video Games Leadership Virtual Reality Unreal Engine 4 Software Architecture Cross Platform Development Boost C++ Game Development Ios Development Programming Stl Computer Games Software Development Ios Research And Development Project Management Management Future Trends

Dan Higgins Education Details

  • Frostburg State University
    Frostburg State University
    Computer Science

Frequently Asked Questions about Dan Higgins

What company does Dan Higgins work for?

Dan Higgins works for Sambanova Systems

What is Dan Higgins's role at the current company?

Dan Higgins's current role is Chief Architect, Software.

What is Dan Higgins's email address?

Dan Higgins's email address is da****@****oft.com

What is Dan Higgins's direct phone number?

Dan Higgins's direct phone number is +150862*****

What schools did Dan Higgins attend?

Dan Higgins attended Frostburg State University.

What skills is Dan Higgins known for?

Dan Higgins has skills like Directx, Game Programming, Lua, C++, Html, Perforce, Xml, Visual Studio, Python, Opengl, Qt, C#.

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