Hardware Architect
CurrentLeading teams in the development of complex hardware devices within the technology space of both virtual and augmented reality. Working cross-functionally to deliver systems that combine novel mechanical components, complex electrical systems, ground breaking optics and display technologies, new sensor development, challenging human factors and ergonomic considerations, while glued together with bleeding edge machine perception and software work. And making that all work within extreme budgets of: size, weight, power and cost.- Led the Seattle based hardware engineering team from prototype concept work through production of the Oculus Rift CV1 VR headset. - Driven concept development and system analysis of a variety of VR and AR headsets within the Oculus Product team and the Facebook Reality Labs Research team.- Strong hands-on understanding of deploying complex technology stacks in the headset and glasses form factors. Well versed in system tradeoffs and what works in limited prototypes vs product use.- In depth understanding of the technologies required to deliver high quality AR/VR experiences: display and optics, eye and face tracking, positional tracking, hand tracking, body tracking, audio capture and delivery, machine perception, depth sensing, graphics rendering etc. Familiar with how these map to mobile design vs PC connected designs.- Strong background in ergonomics and human factors and how various hardware designs interact with a variety of users. Created the initial benchmarks and targets related to headset design within the engineering groups.- Skilled at technology maturity assessments, cost estimates, risk profiles and development timelines associated with bringing technology out of research and into shipping products.- Team leader as both a direct manager and within virtual or matrixed organizations. Strong leadership and organizational skills within the hardware engineering discipline.