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C++ expert; engineering team lead; application/library developer; finance industry and game industry veteran.Specialties: Network programming, tech design and architecture, library development, game engine programming, distributed systems, C++.Gameography:- Syndicate Wars- Theme Hospital- Populous: The Beginning- Dungeon Keeper- Theme Park World (aka Sim Theme Park)- Shogun: Total War- Shogun: Total War - The Mongol Invasion- Harry Potter and the Philosopher's Stone- Reign of Fire- Warhammer 40K: Fire Warrior- Goldeneye: Rogue Agent- Medal of Honor: Airborne- Tiberium (cancelled)- StarCraft II: Wings of Liberty- World of Warcraft: Wrath of the Lich King (patch 3.3.5+)- World of Warcraft: Cataclysm- Diablo III- World of Warcraft: Mists of Pandaria- StarCraft II: Heart of the Swarm- Hearthstone: Heroes of Warcraft- World of Warcraft: Warlords of Draenor- Heroes of the Storm- StarCraft II: Legacy of the Void- Overwatch- Battle.net Desktop App- World of Warcraft: Legion
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Principal EngineerIntel Corporation Oct 2022 - PresentSanta Clara, California, Us -
Software Engineering Team LeadQuantlab Group Aug 2018 - Sep 2022Houston, Tx, UsWith a small team, architecting and building next-gen low latency trading solutions. -
Principal Software EngineerBlizzard Entertainment Jun 2014 - Aug 2018Irvine, Ca, UsI was a principal engineer and the lead of the Battle.net Desktop Application (http://battle.net/app/) team.As the lead on a team of 8 engineers, I worked with engineers and PMs to plan, write tech specs, and develop a logistical and technical roadmap for features. I also did lots of "regular engineering" type things - architecting and implementing systems, fixing bugs, code and API reviews, documentation.As a principal engineer, my duties leaned more towards being a resource for the whole of Blizzard. In that respect I do a lot under the value "Learn and Grow", for example: - giving presentations internally on various technical topics - running engineering "lightning talks" which help and encourage other engineers to become proficient at presenting to their peers and spreading their knowledge - acting as owner for Blizzard's internal C++ mailing list; people often come to me with questions about C++ usage, especially the parts where modern C++ is changing - working with University Relations and mentoring Computer Game Science students undertaking their final-year group projects at UCI - speaking at conferences and universities -
Lead Software EngineerBlizzard Entertainment Nov 2008 - Jun 2014Irvine, Ca, UsAs a lead engineer on the Battle.net team, I managed 3-6 engineers (it varied) as part of the larger Battle.net team.I helped architect and build the revamped Battle.net platform (commonly known in the media as "Battle.net 2.0") which launched with StarCraft II, was integrated into World of Warcraft as of patch 3.3.5.Subsequently I was a lead engineer on Battle.net for shipping and supporting Diablo III, Hearthstone, and the Battle.net Desktop App. I led a team that built back-end servers and front-end client libraries.Switching as the need arose, I was a lead engineer on the Battle.net Desktop App for about 18 months, focused on providing cross-game social features for players. -
Senior Software EngineerElectronic Arts Sep 2003 - Oct 2008Redwood City, Ca, UsI was hired as network lead on Goldeneye: Rogue Agent (Xbox and PS2). I architected and built the network engine, working with and directing other engineers, most of which were remotely located (at EA Montreal).When Goldeneye: Rogue Agent shipped, I was promoted and became lead engineer on Tiberium, a hybrid FPS/RTS in the Command & Conquer universe. Initially I helped develop an in-house engine. Later on we switched to the Unreal 3 engine for its superior content capabilities. I did a lot of work customizing Unreal 3 for our needs, including various threading jobs, networking upgrades and a complete lighting pipeline rework.However, EA eventually cancelled the project. -
Software EngineerKuju Entertainment Nov 2001 - Sep 2003Croydon, London, GbI gained console experience on PS2 at Kuju, acting as lead engineer during the finalling stage of Reign of Fire, and then taking a role as network lead for Warhammer 40,000: Fire Warrior.Fire Warrior was one of the first titles to support the PS2 broadband adaptor. -
Software EngineerElectronic Arts Jul 1995 - Nov 2001Redwood City, Ca, Us(Work as at Bullfrog Productions Ltd) -
Software EngineerBullfrog Productions Ltd Jul 1995 - Nov 2001As a jack-of-all-trades engineer, I tackled many tasks: gameplay, systems, tools, UI, networking, localization, audio.My specific area of expertise became networking. I implemented network play on multiple titles, starting in the days of IPX and modem play, progressing through DirectPlay and finally landing in the world of TCP/IP.I also got a lot of experience with localization and UI work.
Ben Deane Skills
Ben Deane Education Details
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University Of CambridgeComputer Science
Frequently Asked Questions about Ben Deane
What company does Ben Deane work for?
Ben Deane works for Intel Corporation
What is Ben Deane's role at the current company?
Ben Deane's current role is Principal Engineer.
What is Ben Deane's email address?
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What is Ben Deane's direct phone number?
Ben Deane's direct phone number is +142424*****
What schools did Ben Deane attend?
Ben Deane attended University Of Cambridge.
What skills is Ben Deane known for?
Ben Deane has skills like Game Programming, Video Games, C++, Game Development, Xbox, Console, Distributed Systems, Programming, Gameplay Programming, Xbox 360, Gameplay, Linux.
Who are Ben Deane's colleagues?
Ben Deane's colleagues are Anushree J., Mandar Shinde, Thang Vo, Curtis Avila, Simarpreet Kaur, Ph.d., Yuyun Wang, Sourav Chakraborty.
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