John Stauffer

John Stauffer Email and Phone Number

Founder and CEO @ Las Vegas, NV, US
Las Vegas, NV, US
John Stauffer's Location
Las Vegas, Nevada, United States, United States
About John Stauffer

I'm a technical leader with 30+ years of experience in innovative technologies and product development. My expertise lies in scaling large organizations across audio, media, graphics, communication, and display software technology space.Recently, I joined Roblox as VP of Engineering for the Engine Group, where I'm excited to tackle the technical challenges and opportunities for innovation in the rapidly growing platform. Roblox's mission to connect billions of people in the metaverse with optimism and civility is inspiring, and I look forward to contributing to its success.

John Stauffer's Current Company Details
Vanguard Synergy

Vanguard Synergy

Founder and CEO
Las Vegas, NV, US
John Stauffer Work Experience Details
  • Vanguard Synergy
    Founder And Ceo
    Vanguard Synergy
    Las Vegas, Nv, Us
  • Career Break
    Retirement
    Career Break Nov 2024 - Present
  • Roblox
    Vice President Of Software Engineering
    Roblox Dec 2022 - Oct 2024
    San Mateo, California, Us
    As Vice President of Software Engineering for the Engine group at Roblox, my responsibilities include overseeing the development of various software technologies, including A/V communications, Avatar tech, world simulation, game networking, performance and building teams for ML use cases. The Roblox Engine is the foundation of the platform, enabling developers and creators to build experiences that can run on any device seamlessly. My focus is on driving innovation and tackling exciting technical challenges while maintaining Roblox's mission to connect people in the metaverse with optimism and civility.
  • Apple
    Vice President Of Interactive Media Group
    Apple Oct 2008 - Dec 2022
    Cupertino, California, Us
    As Vice President of the Interactive Media Group (IMG) at Apple, I led a core system software team responsible for audio, media, graphics, communication, and display software technologies across all Apple and Beats products on iOS, macOS, tvOS, iPadOS, watchOS and Vision Pro.In this role, I worked with leadership and cross-functional teams to set priorities and strategic direction, contributing to Apple's OS features, services, and hardware product roadmap. I also worked with Apple Silicon and product hardware teams to define future requirements, hardware validation, low-level drivers, GPU compilers, OS platform libraries and frameworks, specialized developer tools, and worked with developers on product opportunities and optimizations, including special projects and research.In this role was scaling IMG from 100 to over 1,100 engineers over 14 years to meet the ever-growing demand for innovations and products. I significantly improved organizational efficiency and execution reliability through effective lightweight organizational structure and processes.As head of IMG, I oversaw various specialties, including:GPU/Graphics (Metal) Frameworks, Compiler, Drivers, FirmwareDisplay Color Technologies, Reference Display, Pipeline, Frameworks, Drivers, FirmwareAudio Technologies, Codecs, Spatial Audio, DSP, Frameworks, Drivers, FirmwareMedia Streaming (HLS), Telephony and Conferencing CommunicationWhole Home Audio, Low Latency Wireless StreamingMachine Learning in the Media, Audio, and Graphics spaceAR/VR Special ProjectsAirPlay, CarPlay, TV IntegrationHome Kit/Matter - Audio and Media StreamingIn addition, I was responsible for media streaming technologies, FaceTime and CarPlay real-time media networking, Whole Home Audio, AirPlay, SharePlay, and AirPlay TV Integration. IMG also worked closely with 3rd party developers on product opportunities and optimizations in the media, streaming, audio, gaming, and pro content creation space.
  • Apple
    Director Of Graphics And Imaging
    Apple Oct 2005 - Oct 2008
    Cupertino, California, Us
    As Director of Graphics and Imaging at Apple, I led the team responsible for developing graphics and imaging software for Apple products, including the iPad, iPhone, iPod Touch, Apple TV, and Macintosh Computers.Some of my key accomplishments during this time include:Growing and managing the Graphics and Imaging team from 45 to 75 engineers, ensuring that Apple had the necessary resources to develop top-of-the-line graphics and imaging technology for its products.Creating a muxed graphics solution for OS X that allowed for automatic switching between integrated and discreet GPUs, which provided a balance between power and performance on a per-application basis.Delivering the iOS compositing engine based on Core Animation and display pipeline, which offered a modern and clean abstraction to hardware, allowing for the transparent use of hardware features by applications.Building and leading the team responsible for defining and driving OpenCL to become an industry standard for GPGPU technology.Developing and delivering a diverse set of software technologies for iOS and OS X, including 2D/3D graphics, GPGPU, iPhone camera capture pipeline, windowing systems, digital imaging, printing technology, color technologies, image file IO, Core Animation, display technology, and printing technology drivers.Throughout my time at Apple, I focused on developing cutting-edge graphics and imaging technology while advancing industry standards. I am proud of the work that my team and I accomplished, and I am excited to continue pushing the boundaries of computer graphics and imaging in the future.
  • Apple
    Opengl Engineering Manager
    Apple Jan 1999 - Oct 2005
    Cupertino, California, Us
    As an Engineering Manager at Apple from January 1999 to October 2005, I led the effort to bring modern 3D graphics to Macintosh computer products following the company's acquisition of Conix. My team's work was instrumental in pioneering the use of GPUs beyond gaming, transforming the way users interacted with their Macs.Some of my key achievements during my time at Apple include:Creating a low-level driver interface that enabled a robust, GPU-accelerated platform. I worked with leading graphics card manufacturers to deliver drivers for numerous releases, ensuring optimal performance and compatibility for end-users.Developing an innovative solution for virtualizing GPU VRAM, which allowed my team to implement a GPU-accelerated window compositing system for OS X. This was the first-ever GPU-accelerated windowing system, which significantly improved the user experience.Leading the first deployment of GPUs for video and digital still image processing, expanding the capabilities of Macs as multimedia workstations.Building and leading the iOS OpenGL team, which established iOS as a leading graphics and gaming platform.Overall, my time at Apple was marked by a focus on innovation and pushing the boundaries of what was possible in computer graphics. I am proud of the contributions my team and I made to the evolution of Macintosh and iOS products, and I look forward to continuing to drive progress in this exciting field.
  • Conix Graphics
    Ceo / Founder
    Conix Graphics Feb 1994 - Dec 1998
    The mission of Conix Graphics was to bring high end 3D graphics technologies to the PC and Macintosh computers. We had a strong belief that powerful 3D graphics hardware, combined with robust software would lead the PC and Macintosh into a new era of gaming and user interactive interfaces.• Developed OpenGL for Linux, Macintosh and Windows, as well as Mathematica plug-ins enabling access to the OpenGL API and the rendering of interactive charts and graphics.• Negotiated with Steve Jobs and other Apple Executives for the sale of Conix to Apple Inc.
  • Hughes Training
    Lead Software Engineer
    Hughes Training Feb 1993 - Feb 1994
    Lead software engineer on the F16 flight simulation computer combat environment and instructor station application.
  • Eidetics Engineering
    Hw / Sw Engineer
    Eidetics Engineering Jul 1991 - Feb 1993
    Lead software engineer on the F16 flight simulation computer combat environment and instructor station application. As a hardware engineer, I designed a F-5 avionics cooling system upgrade.

John Stauffer Skills

Iphone Software Engineering Ios Os X Mobile Applications Embedded Software Mobile Devices Device Drivers Software Development Management Video Objective C Ipad Development C++ Debugging Opengl System Architecture Ipad 3d Graphics Mobile Technology User Interface Mac Os X Digital Video Embedded Systems Streaming Media User Experience 2d Graphics Cocoa Gpgpu Macintosh Hardware Color Management Digital Imaging Camera Digital Cameras Digital Audio Video Conferencing Display Technology Digital Printing Video Codec Audio Codecs Developer Tools Silicon Validation Printer Drivers Camera Calibration Graphics Software Networking Operational Excellence Operating Systems Mechanical Engineering

John Stauffer Education Details

  • California Polytechnic State University-San Luis Obispo
    California Polytechnic State University-San Luis Obispo
    Mechanical Engineering

Frequently Asked Questions about John Stauffer

What company does John Stauffer work for?

John Stauffer works for Vanguard Synergy

What is John Stauffer's role at the current company?

John Stauffer's current role is Founder and CEO.

What is John Stauffer's email address?

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What is John Stauffer's direct phone number?

John Stauffer's direct phone number is +140855*****

What schools did John Stauffer attend?

John Stauffer attended California Polytechnic State University-San Luis Obispo.

What are some of John Stauffer's interests?

John Stauffer has interest in Technology, Environment, Poverty Alleviation, Fitness, Martial Arts, Bodybuilding, Disaster And Humanitarian Relief, Digital Photography, Health.

What skills is John Stauffer known for?

John Stauffer has skills like Iphone, Software Engineering, Ios, Os X, Mobile Applications, Embedded Software, Mobile Devices, Device Drivers, Software Development, Management, Video, Objective C.

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