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Gregory Fuller Email & Phone Number

Software Engineer at Meta
Location: United States 10 work roles 3 schools
2 work emails found @ea.com 2 phones found area 650 LinkedIn matched
✓ Verified July 2026 4 data sources Profile completeness 100%

Contact Signals · 2 work emails · 2 phones

Work email g****@ea.com
Direct phone (650) ***-****
LinkedIn Profile matched
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Current company
Role
Software Engineer
Location
United States

Who is Gregory Fuller? Overview

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Quick answer

Gregory Fuller is listed as Software Engineer at Meta, based in United States. AeroLeads shows a work email signal at ea.com, phone signal with area code 650, and a matched LinkedIn profile for Gregory Fuller.

Gregory Fuller previously worked as Senior Software Engineer (IC5), Spatial Systems at Meta and Senior Software Engineer (IC5), VR Apps at Meta. Gregory Fuller holds Computer Science: Game Design (Bs.), Computer Science from University Of California, Santa Cruz.

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Email format at Meta

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{first_initial}{last}@ea.com
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AeroLeads found 2 current-domain work email signals for Gregory Fuller. Compare company email patterns before reaching out.

Profile bio

About Gregory Fuller

Generalist Software Engineer since I was single digit years old. Experienced with enough languages and frameworks that it's not actually tenable to list them all here (Scroll down to my "Skills" section if you're curious)."In Software Engineering, anything is possible. It's just a question of time."Skilled at full-stack solutions and developing a project from ideation to publication. Particularly interested in Front-End User Experience (UX) and System Design. Or in other words, I like to make things that make sense, deliver the most value with the lowest barrier to entry, and where I get some degree of control to help make sure that happens.I'm happiest with a stable build framework, comprehensive continuous integration test coverage, a powerful API to build on, a modern c++ compiler (c++11 at a minimum), an interesting target feature set, and a skilled dedicated team to collaborate with.Worked at Electronic Arts on "The Sims 4", for 9 years. In 2010, as the sole "Software Quality Engineer", building a framework for, and integration and implementation of, automated end-to-end (e2e) testing. In 2014, as one member of a specialized game design discipline, as part of a team of 30+ engineers across 5+ disciplines. In 2018, as one of four "Core Engineers" with the combined responsibilities of all the prior teams, whose area of ownership covered, essentially, anything on The Sims 4 written in C++, plus HLSL shaders and C# game dev tools.Moved to Facebook to work in AR/VR in 2019, to avoid the "Game Developer tax", and explore the opportunity to work in VR and MRSpent a year at FB working on data (full-stack, client-to-server logging generation, collection, data aggregation and dashboard generation) to monitor crash statistics targeted for a common AR framework integrated across all Facebook's camera apps, then transitioned to Facebook's Oculus Virtual Reality team, where I'm happily back in product land, working on VR Headset Device Software.

Listed skills include Python, C#, C++, Test Automation, and 9 others.

Current workplace

Gregory Fuller's current company

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Meta
Meta
Software Engineer
AeroLeads page
10 roles

Gregory Fuller work experience

A career timeline built from the work history available for this profile.

Senior Software Engineer (Ic5), Spatial Systems

Current

Menlo Park, Ca, Us

Working on VR Headset System-Integrated software for managing and visualizing spatial-related behavior, including the "Guardian" application and its integrated features such as (not exhaustively) "Playspace Scan", "Intrusion Detection", "Assisted Scene Capture", and "Smart Boundary", which are collectively responsible for providing information about the real world to the VR headset and its apps, and which are used to provide more immersive and safer VR experiences with deeper awareness of an integration with the user's physical environment.

Feb 2023 - Present

Senior Software Engineer (Ic5), Vr Apps

Menlo Park, Ca, Us

Worked as a "Product Generalist" in the "Reality Labs" (FKA "Oculus") division of Meta (FKA "Facebook"), developing software that runs on its standalone/wireless Virtual Reality (VR) headsets, such as the "Meta Quest 2" (FKA "Oculus Quest 2") headset.Primarily worked on software to support the ability for people to view and control their personal desktop and laptop computers from inside their VR headsets. This included the "Remote Desktop" functionality of Meta's Horizon Workrooms Unity app, the standalone "Remote Display" VR Panel app (with an Android frontend and C++ via JNI backend), and the Electron-based Mac/Win Desktop "Companion App", as well as some backend network logic for Pairing and Discovery implemented in GraphAPI and MQTT.

Feb 2021 - Feb 2023

Senior Software Engineer (Ic5), Spark Ar

Menlo Park, Ca, Us

Software Engineer in AR/VR org working on "Spark AR", as a member of the AR Engine and Camera SDK Core Health teams.Responsibilities include:* Contribute to defining and own high-visibility performance metrics representative of the team's stack's health.* Identify and resolve performance, scalability and reliability issues.* Optimize CPU, memory, disk, and battery usage.* Architect systems to extend the AR platform.Camera SDK is the team responsible for developing and maintaining the cross-platform and platform-specific camera-related features for Facebook's family of apps and devices, including Instagram, Facebook, Messenger, and Portal.The "AR Studio" application is Facebook's AR effect authoring platform, used internally and available publicly, to allow anybody to author AR effects for use on Facebook's camera platform. The program generates content for the "Spark AR" Platform.SparkAR is the system backing Facebook's Augmented Reality effects platform. The system acts as a provider of reality tracking data (expression, face, body, environment position, etc) to said AR effects. This enables a wide range of functionality, such as face morphs (Moving or manipulating facial features), and 2d and 3d overlays with optional occlusion (allowing, for example, an effect to render various 3D objects as head-wear, background or foreground flavor, or as human input for games, simulations, or to drive traditional 2d filters)

Nov 2019 - Feb 2021

Senior Software Engineer (Sse-I)

Redwood City, Ca, Us

Member of the "Core Engineering" group, as part of a team of, on average, 4 engineers (occasionally, 3 or 5), which had slowly consolidated over the prior 5 years from a set of teams of 26 engineers. This work encompassed all core game-level logic, internal system management and low-to-mid-level features (eg. 3d-ui, UI and gameplay interop, rendering and data management, procedural content generation and low level "user tools", such as those related to supporting player creation of in-game houses and families).Excerpts from my 2018 performance review:"His contributions are not limited to what he delivers on a technical level but how he partners with his co-workers. The feedback makes it clear that he informs his partners of what he working on, asking questions to get clarification of requirements all while keeping an open mind and listening to other's views.""He worked on features smaller in scope like [those] more focused on the web portion of the game client to visual implementations on the renderer side, all the way to a large build buy feature which will be enjoyed by our millions of players.""Feedback from his engineer partners is that he is attentive in meetings and will call out edge case scenarios to help avoid iteration time and future bugs. Overall Greg partners very well with all disciplines from his own, to QA and this is reinforced through his received feedback.""Greg's programming expertise is certainly a major strength of his which is also recognized by his peers. He is efficient in writing high quality code and in a range of Client System areas such as Build, CAS, and Audio. Even before the first line of code is written, he is engaged and brings up valid concerns in design meetings showing excellent foresight which helps catch design issues. This is not limited to only new features but is able to recall challenges in the past which were similar, in order to avoid repeating history."

Dec 2017 - Oct 2019

Software Engineer (Se-Iii)

Redwood City, Ca, Us

Member of the consolidated "Client Systems" team, which was responsible for building and maintaining all of the systems-level code on The Sims 4 project. Ownership covered the in-game Create-A-Sim tool (custom human sculpting and wardrobe management), the Build/Buy system (housing / architecture building), and all engine-level logic (including pathplanning, audio, data management, rendering systems, UI interop and gameplay interop). In 2015, I became part of EA's "Software Engineering Guild", a hand-picked group of 40 of the most promising software developers from all of EA's studios, formed to provide "disruptive guidance" to EA upper management (including the sitting CEO and CTO), with the intention of "helping to shape the future of EA".Until the rating system's removal in 2016, I was consistently rated "Significantly Above Target" for each of my yearly performance reviews (Employee manuals claimed this is a "rating reserved for only the top performers at EA, less than 10% of employees receiving this rating")

Jun 2015 - Dec 2017

Software Engineer (Se-Ii)

Redwood City, Ca, Us

I was a member of the "Build/Buy"​ team, which was responsible for the in-game Home-Building logic (Also known as "Build Mode"​). Features include architecture creation and manipulation (eg: placement of walls, floors, ceilings, stairs, decks, fences, friezes, trims) and home object placement (chairs, lamps, pool ladders).The Build/Buy was team was responsible for planning and delivering its own targeted features, while supporting other specialized "scrum" groups (such as the "Motech" team, responsible for in-game routing logic, the "CAS / Create A Sim" team, responsible for character creation logic, and the "Client Systems" team, responsible for lower level systems and rendering logic).Work included: * Implementing and maintaining critical systems code in C++ and shaders in HLSL * Delivering technologies and APIs to fellow teams and supporting those teams * Creating In-Game user-friendly tools that expose game functionality (3D-UI) * Writing technical design and software design documentation * Maintaining and extending tools in C# for building assets used by the runtime system

Feb 2014 - Jun 2015

Software Quality Engineer (Se-Ii)

Redwood City, Ca, Us

Continued work as a Software Quality Engineer ("SQE") for The Sims Studio, with expanded responsibilities as a lead of a team of two other junior software engineers

Feb 2012 - Feb 2014

Software Quality Engineer (Se-I)

Redwood City, Ca, Us

I was hired as the sole Software Quality Engineer ("SQE") for The Sims Studio. In my role as an SQE, I developed a system of automated testing tools and practices that was considered the "Gold Standard" for automation practices within the QE department across World-Wide EA.Work I did in this position included:* Game client automation-integration code in C++ and python* Creation of a test machine and resource (eg. databases, for server load tests) management system in MsSQL, with C# and python interfaces* Creation of a build and test deployment framework in python* Creation of an automated test management and queue utility in python, including real-time test and machine monitoring and automatic quarantine of bad tests or bad physical resources* Creation of an automated testing framework (and many automated test script)s in C#, with associated GUI using WinForms (which paved the way for introducing our developers to the concepts of using automated tests as a useful resource for their own benefits)* Production-scale performance testing applications (including load driving utilities and scripts) in C# and python* End-to-End performance log management solution (including a custom DB schema and web reporting solution)* email-based reporting solution in python, web-based reporting solutions in Asp.Net, Php, and SSRS (reporting from MsSQL databases via T-SQL)

Nov 2010 - Feb 2012

Ps3 Systems And Gameplay Programmer

Santa Cruz, Ca, Us

Worked with 4 other CS undergrads to create a Eufloria-like PlayStation 3 "RTS" game.

Sep 2009 - Jun 2010

Lpc Generalist Assistant Programmer

Primal Darkness

Volunteer General Systems Programmer and Bug Fixer for the free MUD Primal Darkness. Continuing intermittent work with MUD staff through 2009. Remade an existing room doors system for easier door creation, more usability. Created a WoW-inspired room instancing system.

Jun 2008 - Sep 2008
3 education records

Gregory Fuller education

Computer Science: Game Design (Bs.), Computer Science

University Of California, Santa Cruz

Education record

Antelope Valley College

Valedictorian

Quartz Hill High School
FAQ

Frequently asked questions about Gregory Fuller

Quick answers generated from the profile data available on this page.

What company does Gregory Fuller work for?

Gregory Fuller works for Meta.

What is Gregory Fuller's role at Meta?

Gregory Fuller is listed as Software Engineer at Meta.

What is Gregory Fuller's email address?

AeroLeads has found 2 work email signals at @ea.com for Gregory Fuller at Meta.

What is Gregory Fuller's phone number?

AeroLeads has found 2 phone signal(s) with area code 650 for Gregory Fuller at Meta.

Where is Gregory Fuller based?

Gregory Fuller is based in United States while working with Meta.

What companies has Gregory Fuller worked for?

Gregory Fuller has worked for Meta, Electronic Arts (Ea), University Of California, Santa Cruz, and Primal Darkness.

How can I contact Gregory Fuller?

You can use AeroLeads to view verified contact signals for Gregory Fuller at Meta, including work email, phone, and LinkedIn data when available.

What schools did Gregory Fuller attend?

Gregory Fuller holds Computer Science: Game Design (Bs.), Computer Science from University Of California, Santa Cruz.

What skills is Gregory Fuller known for?

Gregory Fuller is listed with skills including Python, C#, C++, Test Automation, Game Design, Game Programming, Programming, and Gameplay Programming.

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