Mark Lomas Email & Phone Number
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Mark Lomas is listed as Technical Director at Electronic Arts (EA), a with 34905 employees, based in Manchester Area, United Kingdom. AeroLeads shows a matched LinkedIn profile for Mark Lomas.
Mark Lomas previously worked as Technical Director | Distributed Systems and Real-Time Computing | Open to New Opportunities at Self-Employed and Lead Technologist / Architect R&D at Bbc. Mark Lomas holds First-Class B.Sc (Hons), Computer Science from The University Of Manchester.
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About Mark Lomas
I relish a good technical challenge, whether that's optimising software to achieve a performance target, fixing a hard to reproduce bug in a real-time system or innovating a brand new solution to meet user needs.My core skills are technical leadership, system design, software development and project management. I'm a generalist with lots of experience working in Research & Development and on products.My background is computer games development and TV broadcasting technology, and I'm fascinated by the convergence of the two.In my current research and development role I work on projects with time horizons of up to five years where everything is new and knowledge sharing is a core aspect of my role. I'm in a permanent state of learning and I'm always watching industry drivers to help set project direction and maximise the impact of the work.I have overseen the integration of technology for some big collaborative EU and UK funded research projects working with industrial and academic partners. I found these projects very rewarding.I get a lot of satisfaction from learning technologies and applying ideas across problem domains. I've been lucky enough to work with a wide range of technologies and been given the opportunity to influence the direction of industry through a range of contributions.I'm always on the lookout for exciting new opportunities!
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Mark Lomas work experience
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Technical Director | Distributed Systems And Real-Time Computing | Open To New Opportunities
Lead Technologist / Architect R&D
I'm the Lead Architect for BBC R&D's Future Experience Technology section exploring the opportunities within the convergence of the broadcasting and games industries. I'm responsible for technical coordination across a range of research projects, specialising in software design and high-performance computing and I'm currently leading a research project investigating the broadcast of fine-grained object-based media and real-time CGI at scale.I was an investigator and the technical project leader on 2-IMMERSE, a 3 year H2020 funded innovation project where I contributed to technical architecture, solutions on bandwidth orchestration and software stacks for diverse device platforms, working closely with industry partners from across Europe.I'm also the BBC's work stream technical coordinator and the BBC's technical lead for intelligent network compute on the AI4ME project; a 5 year joint academic and industrial partnership, using artificial intelligence to personalise and adapt content to individual users’ interests, devices, location and accessibility requirements.I'm project lead on Render Engine Broadcast, a research project investigating how to provide universal access to flexible media that's authored once and delivered in many forms, harnessing WebAssembly to exploit heterogeneous compute at scale on hybrid device/edge/cloud infrastructure.
Project Technical Director
I worked with a team of engineers to deliver DriveClub, a next generation racer featuring the world's top super-cars, cutting-edge graphics and social connectivity (www.driveclub.com).I was responsible for the development of core PlayStation 4 engine technology and the vision behind the studio's Development Kit. I directed the development of the game's physical-based rendering and designed the iterative development workflow for artists, designers and programmers.I developed a new approach to meta-game development which underpinned our social and connected experiences, scoped UX technology, rapid game scripting and micro patching.I delivered the game's task-based parallelism solution and migrated Intel Threading Building Blocks and Intel ISPC to the Sony Playstation4 platform which I also made technical contributions to.
Project Technical Director
I was responsible for all aspects of technology and ensured the viability and maintainability of each product. This involved managerial responsibilities, strategic decision making, software design, prioritisation and planning.I worked on several next generation projects, striving for visual realism.I successfully delivered Motorstorm: Pacific Rift and Motorstorm: Apocalypse (which was on time, under budget and a considerable step-forward technologically).
Senior Software Engineer
I delivered Motorstorm as a Launch title for PlayStation 3, establishing team working practices, programming standards, project structure and multi-platform tools and technology. I also delivered PAL/NTSC versions of WRC5: Rally Evolved, WRC4, WRC3 and WRC2 Extreme. Responsibilities included tools, production process, animation, rendering, character simulation and game technology.I authored a physics destruction system that contributed to the development of the Havok Destruction middle-ware.I also led a small R&D team prototyping next generation 3D graphics techniques and tools for Xbox.
Senior Software Engineer - Core Technology Group
I worked on engine development for Eurofighter Typhoon, eRacer, Rage Rally and early XBox hardware. Responsibilities included game team support, ensuring graphics hardware compatibility, performance/scalability, low-level programming and R&D.
Software Engineer - R&D Group
I delivered Wargasm and F22 Air Dominance Fighter and developed Warrior Tank gunnery training software for student artillery soldiers. Undertook research into volumetric cloud simulation and high performance font rendering. As a member of the Infogrames’ international board of core technology representatives, I worked with Melbourne, Lyon and Sheffield studios to consolidate and share technical assets.
Colleagues at Electronic Arts (EA)
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Sarp Kaya
Colleague at Electronic Arts (Ea)Türkiye, Turkey
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Arun Kumar
Colleague at Electronic Arts (Ea)Noida, Uttar Pradesh, India
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Nerissa W.
Colleague at Electronic Arts (Ea)Canada
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Jin Li
Colleague at Electronic Arts (Ea)Cupertino, California, United States
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Hardway Lu
Colleague at Electronic Arts (Ea)Huangpu District, Shanghai, China
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Daniel Castrillon
Colleague at Electronic Arts (Ea)Huntsville, Alabama, United States
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Frederico Mello
Colleague at Electronic Arts (Ea)Burnaby, British Columbia, Canada
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Mihai Mădălin Brezeanu
Colleague at Electronic Arts (Ea)Romania
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Bashi Dolacinski
Colleague at Electronic Arts (Ea)Apopka, Florida, United States
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Philip Asamani
Colleague at Electronic Arts (Ea)Ghana
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Mark Lomas education
Frequently asked questions about Mark Lomas
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What company does Mark Lomas work for?
Mark Lomas works for Electronic Arts (EA).
What is Mark Lomas's role at Electronic Arts (EA)?
Mark Lomas is listed as Technical Director at Electronic Arts (EA).
Where is Mark Lomas based?
Mark Lomas is based in Manchester Area, United Kingdom while working with Electronic Arts (EA).
What companies has Mark Lomas worked for?
Mark Lomas has worked for Electronic Arts (Ea), Self-Employed, Bbc, Playstation, and Sony Computer Entertainment Europe (Evolution Studios Ltd).
Who are Mark Lomas's colleagues at Electronic Arts (EA)?
Mark Lomas's colleagues at Electronic Arts (EA) include Sarp Kaya, Arun Kumar, Nerissa W., Jin Li, and Hardway Lu.
How can I contact Mark Lomas?
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What schools did Mark Lomas attend?
Mark Lomas holds First-Class B.Sc (Hons), Computer Science from The University Of Manchester.
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