J. Brad Byrd

J. Brad Byrd Email and Phone Number

Game Engine, Tools, and Pipeline Engineer @ Theorycraft Games
J. Brad Byrd's Location
Atlanta Metropolitan Area, United States, United States
J. Brad Byrd's Contact Details

J. Brad Byrd personal email

n/a
About J. Brad Byrd

I am a senior software engineer with 20+ years of professional experience. I’ve shipped seven video game titles and one cross-platform Windows/Mac desktop application. I'm a systems and infrastructure generalist, and I have experience implementing UI systems, data import and export pipelines, real-time graphics, and art, design, and media tools.

J. Brad Byrd's Current Company Details
Theorycraft Games

Theorycraft Games

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Game Engine, Tools, and Pipeline Engineer
J. Brad Byrd Work Experience Details
  • Theorycraft Games
    Principal Core Tech Engineer
    Theorycraft Games Aug 2023 - Present
    Los Angeles, Us
  • Blizzard Entertainment
    Lead Software Engineer, Overwatch Engine Systems
    Blizzard Entertainment Aug 2022 - Jun 2023
    Irvine, Ca, Us
  • Blizzard Entertainment
    Senior Software Engineer Ii, Overwatch Engine
    Blizzard Entertainment Sep 2021 - Aug 2022
    Irvine, Ca, Us
  • Blizzard Entertainment
    Senior Software Engineer I, Overwatch Engine
    Blizzard Entertainment Aug 2020 - Sep 2021
    Irvine, Ca, Us
  • Renewed Vision
    Senior Software Engineer, Core Tech
    Renewed Vision Jan 2018 - Aug 2020
    Alpharetta, Georgia, Us
    Shipped ProPresenter 7, a media-centric presentation application for macOS and Windows, in January 2020:• Created a cross platform shared library in C++ with Swift and C# bindings and onboarded other engineers who were unfamiliar with C++. Several systems are implemented in this library; previously, this logic was duplicated in Objective C and C# for each platform. • Mentored junior developers in developing skills like post-mortem debugging, cross-language interoperability methods, and multithreaded debugging techniques.
  • Blizzard Entertainment
    Senior Software Engineer I, Overwatch Engine
    Blizzard Entertainment May 2013 - Dec 2017
    Irvine, Ca, Us
    • Architected and wrote the initial implementation of the Overwatch UI pipeline and onboarded the second programmer• Wrote the antialiased vector art renderer for the Overwatch UI• Added a 3D text placement tool to our game editor and engine• Improved our engine’s footage capture capabilities and set up a workflow for the Blizzard In-Game Cinematics team to create in-engine movies.
  • Blizzard Entertainment
    Senior Software Engineer I, Project Titan Tools
    Blizzard Entertainment Sep 2010 - May 2013
    Irvine, Ca, Us
    • Facilitated migration of our C++ game editor to C# and Windows Forms by implementing the C++/CLI interop layer that enabled two-way communication between our tools and game engine.• Wrote the map management dialog in our game editor which showed an overhead view of the game’s zones. This dialog displayed the status of map cells and allowed content creators to check out, edit, and check in individual cells.
  • Playstation
    Senior Software Engineer, Game Technology Group
    Playstation Jul 2010 - Aug 2010
    San Mateo, California, Us
  • Playstation
    Software Engineer, Game Technology Group
    Playstation Jul 2007 - Jul 2010
    San Mateo, California, Us
    • LiveEdit: a toolkit for reducing designer and artist iteration time by enabling real-time game editing• FAST engine: a framework for rapid game prototyping• Rumble: a toolkit for authoring and playback of DualShock 3 rumble effects
  • Playstation
    Software Engineer, Sports
    Playstation Nov 2003 - Jul 2007
    San Mateo, California, Us
    • NBA 08 for PS3, published October 2007• NBA 07 for PS3, published November 2006 at PS3 launch• ICE Team: temporary assignment to Sony’s first-party PS3 engine team at Naughty Dog in Santa Monica, CA (Sept. 2004 – Mar. 2005)• NBA for PSP, published March 2005 at PSP launch
  • Solworks
    Associate Software Engineer
    Solworks Sep 2001 - Sep 2003
    • Backyard Basketball for PS2, published by Atari, Oct. 2003• NHL FaceOff 2003 for PS2, published by 989 Sports/SCEA, Nov. 2002
  • University Of Alabama In Huntsville, Parallel Volumetric Visualization Lab
    Undergraduate Research Scholar
    University Of Alabama In Huntsville, Parallel Volumetric Visualization Lab Sep 2000 - Aug 2001
    Huntsville, Al, Us
    Student researcher in support of "High performance SIMD marching cubes isosurface extraction on commodity computers" - http://dx.doi.org/10.1016/j.cag.2003.12.008
  • Global Majic Software, Inc.
    Co-Op Programmer
    Global Majic Software, Inc. Aug 1999 - Apr 2000

J. Brad Byrd Skills

Python Ps3 Xml Computer Graphics Psp C# C++ Win32 Api Console Hlsl Opengl Direct3d Lua

J. Brad Byrd Education Details

  • The University Of Alabama In Huntsville
    The University Of Alabama In Huntsville
    Computer Science And Mathematics

Frequently Asked Questions about J. Brad Byrd

What company does J. Brad Byrd work for?

J. Brad Byrd works for Theorycraft Games

What is J. Brad Byrd's role at the current company?

J. Brad Byrd's current role is Game Engine, Tools, and Pipeline Engineer.

What is J. Brad Byrd's email address?

J. Brad Byrd's email address is br****@****yrd.net

What schools did J. Brad Byrd attend?

J. Brad Byrd attended The University Of Alabama In Huntsville.

What skills is J. Brad Byrd known for?

J. Brad Byrd has skills like Python, Ps3, Xml, Computer Graphics, Psp, C#, C++, Win32 Api, Console, Hlsl, Opengl, Direct3d.

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