Kent Barber work email
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Kent Barber personal email
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Building user focused products and solutions.
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Distinguished EngineerKitbash3DWellington, Nz -
Head Of DevelopmentGreyscalegorilla Nov 2019 - PresentChicago, Illinois, Us -
Owner / DeveloperGamelogicdesign Ltd Sep 2010 - PresentWellington, NzProviding consulting, UX design and development services for 3D graphics related application and plugin development. Developing full end-to-end products and solutions for clients worldwide including web, mobile, games, 3D apps, AR, VR and plugin development.Developer of 4D Publish, the leading Interactive 3D PDF Exporter for Cinema 4D. In addition there are also plugins for Painting, Fluid Simulation, UVs, DICOM, Physics, VR, Vector Graphics and more over at www.plugins4d.com. -
Contract Software DeveloperMaxon Aug 2019 - Dec 2019Bad Homburg, DeDevelopment of the Moves by Maxon iOS App and Plugin for Cinema 4D- Sole developer and fully responsible for the design and development of both the C4D plugin and iOS App- Added new ARKit 3.0 Body Capture workflows to the iOS App and Cinema 4D Plugin- Updated the iOS App and Plugin to support Cinema 4D R21- Rebranded from CV-AR to Moves by Maxon- Created all accompanying documentation- Managed all testing and release requirements for the App and Plugin.- Coordinated with Maxon to handle launching of the product -
Contract - Product OwnerLightspeed Graphics Feb 2019 - Jun 2019Auckland, NzCreating cloud based 3D graphics applications. Utilising technologies such as Angular 7, Bootstrap 4, BabylonJS, ThreeJS, C# DotNet, AWS and CircleCI. -
Contract Software DeveloperClient Dec 2018 - Jan 2019Development of a custom WebApp for a client in the trade services industry to manage customers, stock, jobs, bookings, employees, invoices and report generation.Utilising the following technology stack- Angular 6 & BootStrap 4 WebApp- C# .Net Core 2.1 WebAPI- IdentityServer / OpenID Connect authentication system- AWS (EC2, S3 and DynamoDB).
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Contract Software DeveloperMaxon Oct 2018 - Dec 2018Bad Homburg, DeUpdated the CV-AR Facial Motion Capture solution for Cinema 4D.- Updated to iOS 12.1- Record at 30 or 60 FPS- Record all image frames or just the first image only- Directly share captures from your device via email, AirDrop, iCloud Drive etc...- Exporting of Tongue Blend Shape- Exporting iOS 12 Eye Tracking- Add a new documentation system with full documentation for the App and Plugin.- Created a video overview for Cineversity -
Contract Software DeveloperMaxon Jan 2018 - May 2018Bad Homburg, De- Development of the CV-AR facial capture system. - The system consists of an iPhoneX App written in Swift using ARKit and a plugin for Cinema 4D written in C++ for OSX and Windows.- Fully responsible for the full product life cycle, from design, development and testing through to managing and releasing on the Apple App Store. -
Contract Software DeveloperSketchfab Nov 2017 - Apr 2018New York, Us- Development of a glTF file importer plugin for the Unreal Engine (UE4)- Development of an Asset Browser plugin to connect to the SketchFab Store allowing users to browse, search, download glTF files and directly import them into their scenes in the Unreal Engine. -
Contract Software DeveloperInsydium Ltd Jan 2016 - Nov 2017Holmfirth, West Yorkshire, GbDevelopment of a cloth simulation system (xpClothFX) for the Cinema 4D plugin X-Particles 4. -
Contract Software DeveloperMaxon Mar 2016 - Jun 2016Bad Homburg, De- Worked on improvements to CV-VRCam 1.5 and other custom Cinema 4D plugins for clients.- Investigating the current state of VR systems available on the market. -
Contract Software DeveloperSoftware Solutions Lab Jan 2016 - Mar 2016Development of an iPhone and Android App using PhoneGap, HTML, CSS and Javascript.
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Software DeveloperMaxon Feb 2009 - Jul 2015Bad Homburg, DeSolely responsible for the design and development of the sculpting system for Cinema 4D from its initial concept up to version R17.Duties:- Responsible for coming up with the entire concept, UX, workflows and requirements for the sculpting system.- Communication with artists and studios to understand their needs from the product to design the best workflows for them- Ensuring the design and workflows work well with other features within Cinema 4D to extend and enhance the usage of the tools.- Developed with C++ using Visual Studio on Windows and XCode on OSX.- Optimising for performance using Shark and Intel VTune Amplifier.- Development of an SDK to allow for easy creation of Sculpting Brushes and manipulation of sculpting data by creating both C++ and Python APIs.- Created numerous example plugins in both C++ and Python to demonstrate the SDK features.- Researching other products and analysing the current market to develop the most suitable system. - Fully responsible for the design and development of all features relating to the sculpting system.- Creation of documentation and internal preview video tutorials on all sculpting features for QA, Documentation Department and Beta Testers.- Working with Beta Testers and QA to ensure product stability.- Continued improving and adding new features through 4 product releases (R14-R17).Added support for PNG and DPX file formats to Cinema 4D. -
Project ManagerMaxon Jun 2010 - Jan 2012Bad Homburg, DeDuring the growth stage within MAXON I took over the management of all the english speaking developers at MAXON, whilst still developing the Sculpting System. When a new management system was in place I then handed off these duties to focus on the release of the Sculpting System.Duties:- Responsible for coordinating and managing the english speaking developers, basedworld wide, working on Cinema 4D developments.- Managing workload and requirements.- Ensuring developers are on track with developments and that they have everything they require.- Weekly meetings with other Project Managers to sync up and check development timelines.- Investigating and setting up new management policies and technology to better serve the company's needs. -
Senior ProgrammerKeen Games Dec 2007 - Jan 2009Frankfurt, Hessen, DeDeveloped a Digital Asset Management system with full Version Control for managing the companies game assets.- Clients and Server written in .NET Managed C++. - Management of thousands of game assets, all version controlled.- Investigated different source control systems including CVS, Subversion and Perforce.- System to handle automatic code generation for marshalling and unmarshalling of data using a custom IDL file format.- UI development on client facing products.- The system was in use on 2 games in production by the time I left the company.Worked on various parts of the Anno games for both Nintendo Wii and Nintendo DS including the creation of the Endless World System for randomly generating balanced game levels.- Developed in C++.- World Creation designer written in C#.- Added support for multiple screen resolutions for Nintendo Wii.- Added support for way point management, sound events and Wii controller rumble. -
Tools ProgrammerSony Computer Entertainment Europe Jul 2006 - Jul 2007San Mateo, California, UsDevelop solutions to streamline the production pipeline and shorten development turnaround. Design and develop solutions to problems involving physics and cloth simulation, asset management and real-time in-game property editing on the PlayStation 3.Achievements: - Developed Physics asset pipeline for integrating Physics into the game engine.- A multi-threaded Property Editing application for editing in-game data at runtime on the PS3 from a PC, written in C# using sockets. - Developed a multi-threaded multi-socket message reporting system to stream information from multiple applications into one reporting application. - Created various Maya plugins to help streamline artist workflows. -
Senior Software EngineerRight Hemisphere May 2000 - Dec 2005Senior Software Engineer on Deep Creator (2004 – 2005) Design, develop and document new features using Win32, VC++ 7, MFC and DirectX. Implement features to secure high priority sales deals. Provide internal support to Sales, Quality Assurance, Documentation and Management departments within Right Hemisphere. Manage the builds and releases of the product. Provide support to external clients. Manage and Maintain the internal build server and source code repositories. Achievements: "During the time that Kent was a key developer of Deep Creator it grew from a small niche tool in the low-end computer gaming market to the dominant COTS in the military training market. Deep Creator developed content is a vital portion of the training strategy of major military systems such as the Joint Strike Fighter and the Future Combat System, and has been the development tool of choice for billions of dollars of delivered military training."Team Lead on Deep UV, Deep Paint 3D, The Sims Creator, Unreal Painter (2000 – 2004) Responsible for designing, developing and managing the release of software products. Working with clients to assess the needs of products, create formal specifications and assign work to a team of developers as well as taking the position of lead developer.Achievements: - Lead a team of 6 developers to create a Multi-threaded C++ 2D/3D development API used to create cutting edge 3D graphics applications utilizing image manipulation, OpenGL and cross platform GUI development.- Designed and developed plug-ins for all leading 3D graphics applications (Maya, Max, XSI) to transfer data to and from Deep Paint 3D and Deep UV using C++ and Sockets.- Coordinating and managing releases with installer developers, documentation, QA and marketing - Setting up automated build process and maintaining build machines - Setting up and maintaining source repositories using CVS - Coordinating projects with management, clients and remote developers.
Kent Barber Skills
Kent Barber Education Details
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The University Of WaikatoComputer Graphics
Frequently Asked Questions about Kent Barber
What company does Kent Barber work for?
Kent Barber works for Kitbash3d
What is Kent Barber's role at the current company?
Kent Barber's current role is Distinguished Engineer.
What is Kent Barber's email address?
Kent Barber's email address is wh****@****ail.com
What schools did Kent Barber attend?
Kent Barber attended The University Of Waikato.
What skills is Kent Barber known for?
Kent Barber has skills like Computer Graphics, 3d Graphics, C++, Software Development, Maya, Cinema 4d, Opengl, Video Games, Animation, Computer Science, Computer Animation, 3d Visualization.
Who are Kent Barber's colleagues?
Kent Barber's colleagues are Fábio Fernandes, Antonio-Bogdan Spătaru, Gabs Hega, Kim Lti, Sebastian Bielecki, Noah Proser, Vladislav Shlenov.
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