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Robert Huebner Email & Phone Number

Technical Lead at Meta
Location: Yorba Linda, California, United States 16 work roles 1 school
1 work email found @warnerbros.com 5 phones found area 408 and 415 LinkedIn matched
4 data sources Profile completeness 100%

Contact Signals · 1 work email · 5 phones

Work email r****@warnerbros.com
Direct phone (408) ***-****
LinkedIn Profile matched
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Current company
Role
Technical Lead
Location
Yorba Linda, California, United States
Company size

Who is Robert Huebner? Overview

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Quick answer

Robert Huebner is listed as Technical Lead at Meta, a company with 136862 employees, based in Yorba Linda, California, United States. AeroLeads shows a work email signal at warnerbros.com, phone signal with area code 408, 415, and a matched LinkedIn profile for Robert Huebner.

Robert Huebner previously worked as Software Engineer at Meta and Director of Production Software at Lux Machina Consulting. Robert Huebner holds B.S., Computer Science from Purdue University.

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Email format at Meta

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{first}.{last}@warnerbros.com
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Profile bio

About Robert Huebner

As a game developer with more than 20 years experience in the industry, I have worked with amazing teams on games that set sales records, and transcended technical boundaries. Most recently I led real-time software at Walt Disney Imagineering developing and opening Millennium Falcon: Smuggler’s Run, the first-of-it’s-kind real time simulation theme park attraction that combined Unreal engine gameplay, extremely high-end rendering using 8 GPUs, and integration with ride systems, motion bases, and PLC controls.For Descent, I built the first lag-tolerant synchronization system in a 3D action game. In Jedi Knight: Dark Forces 2, I built the first embedded script compiler in a first-person shooter. At Blizzard, I was part of the team that later brought World of Warcraft and Battle.net to life. As an early adopter of first-wave VR technologies, I helped adapt Descent for stereoscopic rendering and implemented 3D audio for Jedi Knight.As a co-founder of Nihilistic Software, I built a close-knit, tech-savvy team from 5 to 55 that operated profitably for 15 years. We delivered pioneering experiences like Vampire: The Masquerade, the first multiplayer RPG with a "Dungeon Master" mode, and Zombie Apocalypse, and early pioneer in low-cost downloadable console games. We also applied our in-house technology to novel problems including location-based games for Disney Imagineering using real-time optical image recognition (Sorcerers of the Magic Kingdom) and active RFID tracking (Kim Possible World Showcase). Since 2012 I have delivered & operated successful games in the mobile & free-to-play space including War Commander, ChronoBlade, and Need for Speed: No Limits with teams of up to 50 developers.Specialties: team leadership, technology leadership, 3D worlds, free-to-play, network gaming, team building, business development, meta-game design, live game operations, startups

Listed skills include Game Development, Video Games, Game Design, Ps3, and 51 others.

Current workplace

Robert Huebner's current company

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Meta
Meta
Technical Lead
Yorba Linda, CA, US
Employees
136862
AeroLeads page
16 roles · 32 years

Robert Huebner work experience

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

Technical Lead

Yorba Linda, CA, US

Software Engineer

Current

Menlo Park, CA, US

Jan 2023 - Present

Principal Imagineer

Glendale, California, US

* Technical direction & production for the Star Wars: Galactic Starcruiser multi-day immersive experience; opening in 2021 in Orlando. * Technical direction & media production for Millennium Falcon: Smuggler's Run attraction at Star Wars: Galaxy's Edge. * Opened Star Wars: Galaxy's Edge in Disneyland (Anaheim) and Disney's Hollywood Studios (Orlando) in.

May 2016 - Jul 2020

Executive Producer

Redwood City, CA, US

* Game GM for Need for Speed No Limits* Managed team of up to 45 staff to develop, launch, and manage live service on mobile arcade racing game.* Directed complete overhaul of the game's core loops prior to world-wide launch.* Implemented new procedures for existing team using agile, feature roadmaps, team chat, and building a core product team.* Launched.

Jun 2014 - Mar 2016

Vice President Software Development

Redwood City, CA, US

Help build the software technology team for the mobile client to interface with the innovative apparel/sensor/bluetooth module. Managed the client software product including technology selection (front and back-end), feature road-map, and overall strategy. Oversaw development of web presence, databases, and AWS hosting of systems during development.

Feb 2014 - Jun 2014

Vice President Of Engineering & Executive Producer

San Francisco, US

Worked on ChronoBlade; a mobile multiplayer action fighting game created with Unity.As Executive Producer, created new product ownership role, introduced many product practices to the teamAs VP of Engineering, moved to improve the capacity of the technology team & communication with other departments

Aug 2013 - Jan 2014

Executive Producer

Victoria, British Columbia, CA

Product Owner for the War Commander live RTS/MMO. Managed day-to-day operations of the game including being "on call" 24/7 to resolve operational or revenue-impacting issues as they develop.Directed the feature and development roadmaps, balancing revenue goals, stability, and longevity of the product. Managed a 40+ person team in all aspets including.

Dec 2012 - Jun 2013

Head Of Studio

Novato, CA, US

Helped grow an independent studio from a 5-person founding group to a 55 person studio working on PC, Console, and mobile devices.Past projects include Vampire: The Masquerade (Activision), Marvel Nemesis: Rise of the Imperfects (EA), Starcraft: Ghost (Blizzard), Resistance: Burning Skies (SCEA), Zombie Apoclaypse (Konami) and Call of Duty: Black Ops.

Jan 2002 - Nov 2012

Cto

Novato, CA, US

Oversaw the establishment of the technology department for a new development studio. Charted technology direction and hired key team leads. Setup initial tools pipelines & engine systems. Worked with publishers & platform companies to develop & publish titles for PC, PS2, PS3, XBOX, XBOX360, and Nintendo Gamecube platforms.

Jan 1998 - Jan 2002

Senior Programmer

Irvine, CA, US

Was originally hired to work with the initial R&D team on a new RPG property started within the studio.However, the demands of completing Starcraft absorbed most of Team 2 and my main work ended up being helping complete miscellaneous systems for Starcraft including some path finding, sound systems, AI, and mission scripting.

1997 - 1998 ~1 yr

Senior Programmer

San Francisco, CA, US

One of a small group of programmers working on Jedi Knight: Dark Forces 2. My primary responsibilities were the networking system, the physics & collision systems (hand coded, ugh) and sound support system. Writing the math for a FPS collision & physics system gave me a lot of respect for Physics middleware later in life. I had the privilege of working.

1995 - 1997 ~2 yrs

Programmer

Parallax Software

I was hired by Interplay and immediately put on-load from Interplay's Irvine offices to work off-site for nearly a year in Champaign, Illinois to add multiplayer functionality to their groundbreaking game Descent.Descent was one of the first games (along with System Shock) to feature true 3D rendering and the very first to offer the user a full six-degrees.

1994 - 1996 ~2 yrs

Programmer, Os & Libraries

Convex Computer Corporation

Developed OS systems and libraries for proprietary Supercomputer systems. My primary focus was on porting a networking library called "PVM" which was used to solve complex mathematical simulations over a high-speed network within a supercomputer or computer cluster.In addition to gaining a thorough understanding of network communication patterns &.

Jun 1992 - Nov 1993
Team & coworkers

Colleagues at Meta

Other employees you can reach at metadownhole.com. View company contacts for 136862 employees →

1 education record

Robert Huebner education

  • Purdue University
    Purdue University
    Computer Science
FAQ

Frequently asked questions about Robert Huebner

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

What company does Robert Huebner work for?

Robert Huebner works for Meta.

What is Robert Huebner's role at Meta?

Robert Huebner is listed as Technical Lead at Meta.

What is Robert Huebner's email address?

AeroLeads has found 1 work email signal at @warnerbros.com for Robert Huebner at Meta.

What is Robert Huebner's phone number?

AeroLeads has found 5 phone signal(s) with area code 408, 415 for Robert Huebner at Meta.

Where is Robert Huebner based?

Robert Huebner is based in Yorba Linda, California, United States while working with Meta.

What companies has Robert Huebner worked for?

Robert Huebner has worked for Meta, Lux Machina Consulting, Warner Bros. Entertainment, Bonfire Studios, and Walt Disney Imagineering.

Who are Robert Huebner's colleagues at Meta?

Robert Huebner's colleagues at Meta include Sebahattin Duman, Sakshi Shriwastav, Yining Yang, Zaheer Jaffar, and Umera Umera.

How can I contact Robert Huebner?

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

What schools did Robert Huebner attend?

Robert Huebner holds B.S., Computer Science from Purdue University.

What skills is Robert Huebner known for?

Robert Huebner is listed with skills including Game Development, Video Games, Game Design, Ps3, Mobile Games, Social Games, Business Development, and Computer Games.

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