Principal Ai Engineer
CurrentAI strategy, architecture, and implementation for Project Nexus. Applying machine learning to analyze real player experiences and derive insights that help game developers improve their games.
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@microsoft.com
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2 phones found area 425
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LinkedIn matched
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Forrest Trepte is listed as Principal AI Engineer @ Live Aware Labs | Machine Learning, Game Development at Live Aware Labs, based in Greater Seattle Area, United States. AeroLeads shows a work email signal at microsoft.com, phone signal with area code 425, and a matched LinkedIn profile for Forrest Trepte.
Forrest Trepte previously worked as Principal AI Engineer at Live Aware Labs and AI Strategy at Live Aware Labs. Forrest Trepte holds B.A., Computer Science And Economics (Double Major) from Williams College.
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Senior software engineer with experience in deep learning and application of large language models. A history of applying innovative technologies while collaborating with business leaders and designers to bring their vision to life. Currently applying machine learning to analyze real player experiences and derive insights that help game developers improve their games.Skills include:• Data science, machine learning, reinforcement learning• Distributed systems, Docker, SDKs, devops• Prototyping, test-driven development, open-source, technical partnerships• Python, C#, C++, Kusto, Unity, Azure
Listed skills include Game Development, Xbox 360, C#, Directx, and 19 others.
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AI strategy, architecture, and implementation for Project Nexus. Applying machine learning to analyze real player experiences and derive insights that help game developers improve their games.
Leveraged my extensive background in machine learning and game development to shape AI product strategy for Project Nexus, an all-in-one solution that helps teams collaborate with their community at scale, at every stage of development.• Use case discovery, value proposition, and competitive analysis for generating AI insights from gameplay experience data.• Product planning for feature prioritization and resourcing.• Prompt engineering to demonstrate automatic generation of user experience reports.• Architecture for AI components and implementation patterns.• Evaluation pipeline for dataset management and quality metrics.
Redmond, Washington, Us
Worked directly with ISVs including MATLAB, ANSYS, Siemens, FlexSim, and Hexagon to seamlessly utilize their simulation modeling software as a reinforcement learning environment.• Managed technical ISV relationships to successfully ship 11 integrations between simulation platforms and Bonsai.• Trained sample reinforcement learning controllers for simulations including: Dymola electric aircraft, Altair quadcopter, and Altair vehicle HVAC.• Designed logging and diagnostics system for troubleshooting issues when scaling to hundreds of simulations running in parallel for days or weeks.• Improved SDK, documentation, and templates used by ISVs to execute their Windows simulation software as reinforcement learning environments, scaled in Azure via Docker containers.
Redmond, Washington, Us
Worked directly with enterprise customers to envision, prototype, and implement mixed reality solutions. Created solutions to make workers more effective via collaborative planning, design, and training.• Delivered 5 proof-of-concept engagements with high customer satisfaction.• Supported team processes as the studio grew from 5 to 20 team members.• Interfaced with customer data formats and web services to import data for 3D visualization, including geospatial and IoT data.
Seattle, Wa, Us
Led a team beginning with seven engineers and growing to fourteen engineers (7 direct reports, 7 borrowed from other teams). The Unmaking is an action/strategy game developed with Unity. It features gameplay streamed from the cloud with thousands of AIs and destructible environments.• Shipped The Unmaking in thirteen months from conception to completion. Met a challenging schedule at all phases of development: conception, prototyping, GDC demo, feature complete, polish, and bug fixing without mandatory crunch time.• Coached the team to overcome engineering challenges including: optimization of pathfinding for thousands of enemies, instanced rendering of thousands of enemies, behavior systems for very large enemies, utilizing Amazon AppStream for streaming gameplay.• Organized tasking, prepared project plans for studio leadership, and coordinated between engineers, artists, and game designers.
Redmond, Washington, Us
• Galactic Reign (Windows Phone, Windows 8, Windows Azure)Designed and implemented core logic for all gameplay systems: economy, fleet movement, ship design, and combat simulation. Coordinated and maintained stable interfaces to ensure that our partner, Slant Six games, had everything they needed to develop their systems on time without interruption. On personal time, quickly developed a simple analytics system and used playtest data to justify changes to the game’s victory conditions.• Mobile Studio (publishing)Invented a system for reconfiguring games without using title updates. Coordinated with producers, business analysts, and testers to create a strategy for collecting analytics across our portfolio of mobile titles. Led security and privacy review for analytics, advertising, and live configuration across our portfolio.
Bellevue, Washington, Us
• Counter-Strike: Global OffensiveSuccessfully stitched together large legacy codebases from different Source engine branches to implement Xbox LIVE matchmaking and dedicated servers.• Game prototyping and vertical slice for unannounced title9 months of rapid prototyping in C# for a tactical RTS game followed by implementation of the gameplay simulation, AI, and network multiplayer features for a high-quality fully playable vertical slice.• Wits & Wagers (Xbox Live Arcade)Built tools used by artists to create dancing characters.• GoDance (downloadable game for GoPets virtual world)Conceived and implemented a multiplayer networking system using Jabber chat rooms. Saved money and simplified server operations by using Jabber servers that were already in place instead of purchasing and configuring new network middleware.
Redmond, Washington, Us
• FASA Studio (Shadowrun)• Microsoft Surface (multi-touch table)• Xbox Advanced Technology Group• DirectX Audio team• Visual Studio environment team• Visual Studio diagramming tools team
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Forrest Trepte works for Live Aware Labs.
Forrest Trepte is listed as Principal AI Engineer @ Live Aware Labs | Machine Learning, Game Development at Live Aware Labs.
AeroLeads has found 3 work email signals at @microsoft.com for Forrest Trepte at Live Aware Labs.
AeroLeads has found 2 phone signal(s) with area code 425 for Forrest Trepte at Live Aware Labs.
Forrest Trepte is based in Greater Seattle Area, United States while working with Live Aware Labs.
Forrest Trepte has worked for Live Aware Labs, Microsoft, Amazon, and Hidden Path Entertainment.
You can use AeroLeads to view verified contact signals for Forrest Trepte at Live Aware Labs, including work email, phone, and LinkedIn data when available.
Forrest Trepte holds B.A., Computer Science And Economics (Double Major) from Williams College.
Forrest Trepte is listed with skills including Game Development, Xbox 360, C#, Directx, Xbox, Visual Studio, Win32 Api, and Gameplay.
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