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It's all about the products. I thrive taking calculated risks to deliver technology that enhances the user experience.Specialties: Full GPU stack developer. GPU Design, firmware, drivers, graphics APIs and applications, Multi-core software design, SP3\HLSL\GLSL, Verdi, high data-throughput methodologies, Rapid prototyping and refactoring. Optimization and debugging skills with C/C++, RISC-V, Verilog, x86\x64 and many other ISAs. Windows and Linux.
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Principle Member Of Technical StaffAmdOrlando, Fl, Us -
Principal Member Of Technical StaffAmd Jul 2020 - PresentSanta Clara, California, UsI work for the Radeon Product Architecture team. My current focus is to prototype and design software interfaces to expose hardware capabilities to be used by our developer partners and internal driver teams. -
Senior Member Of Technical StaffAmd Jul 2016 - Jul 2020Santa Clara, California, UsI work on the Vulkan driver implementation across multiple generations of GPUs. I also assist our external partners to gain the best performance from our hardware for use within their games and applications. -
Member Of Technical StaffAmd Sep 2014 - Jul 2016Santa Clara, California, UsI joined AMD shortly after the 'Mantle' graphics API was donated to Khronos in order to jump start the modern, GPU focused graphics API now known as Vulkan. I was the first software engineer assigned to work specifically on AMD's Vulkan driver. -
Senior Software EngineerElectronic Arts May 2012 - Sep 2014Redwood City, Ca, UsI worked on NBA Live 13 (unreleased) and NBA Live 14 and 15 which were released.I gained a deep knowledge of APU technologies and optimization techniques for PS4 and Xbox One. -
Senior Engine ProgrammerSports Interactive - Sega Europe Aug 2007 - May 2012Stratford, London, GbI worked on Football Manager 2009.My duties included:- implementation of the cross platform 3D graphics engine, animation system, ball physics and XSI exporter completed almost single handedly over the course of 14 months.FM2009 was Sports Interactive's first 3d title and was a steep learning curve for the company. I led the design, direction and implementation of the 3d match including for Windows PC and Macintosh (DX9 and OpenGL respectively) which was delivered on schedule.I also worked on Football Manager 2010, 2011, 2012 and 2013, FM live and FM Online Korea. -
Technical LeadBlack Rock Studio\Disney Interactive (Formerly Climax Racing) Jun 2006 - Aug 2007GbWorked on MotoGP 2007. Implemented the low level multithreaded architecture for the crowd rendering on the Xbox 360 version. For the PC version I converted the graphics engine almost single handed from the Xbox360 including support for single core processors and older, less powerful graphics cards. -
Lead Graphics ProgammerIntrepid\Lionhead Studios Jul 2000 - Nov 2004I worked on the ill fated 'BC' for the first Xbox console which was unreleased. I developed my C++ skills and gained expertise utilising Direct-X shader architecture.
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Lead Playstation ProgrammerReflections Interactive Dec 1997 - Jul 2000I worked on the PSX version of Driver as the only software engineer for almost half of the project. I implemented the landscape and scenery renderers in assembly code (MIPS) and the free roaming cd spooling which executed in real-time as the player drove around the simulated cities. This was perhaps one of the earliest implementations of 'sparse resources' where the application consumed more memory than what is physically accessible to the CPU and graphics hardware.Driver was considered cutting edge at the time and received the BAFTA - 'Moving Picture Award'.My code was re-used for Driver 2.
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ProgrammerData Design 1996 - 1997 -
Junior-Senior ProgrammerArc Developments Jul 1990 - Sep 1996This is where I really cut my teeth as a games programmer. In those days, games were written in 100% assembly code and I learned a lot from a few really talented people. My first game was Armalyte 2 for 8bit label Thalamus. Fastest developed game was Bart vs the World for Acclaim in 4 months.
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Frequently Asked Questions about Derrick Owens
What company does Derrick Owens work for?
Derrick Owens works for Amd
What is Derrick Owens's role at the current company?
Derrick Owens's current role is Principle Member of Technical Staff.
What is Derrick Owens's email address?
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What is Derrick Owens's direct phone number?
Derrick Owens's direct phone number is +1 408-749*****
What skills is Derrick Owens known for?
Derrick Owens has skills like Xbox 360, C++, Rendering, Animation, Lighting, Cross Platform Development, Physics, Game Programming, Directx, Perforce, Shaders, Video Games.
Who are Derrick Owens's colleagues?
Derrick Owens's colleagues are Bao Wu, Muhammad Islam, Julius Din, D Dl, Evans Hsiao, Xiaohui Weng, Thinesh Govindarajan,cplm.
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