Phil Brown Email & Phone Number
@uber.com
LinkedIn matched
Who is Phil Brown? Overview
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Phil Brown is listed as Senior Staff Software Engineer at Uber, based in San Francisco Bay Area, United States. AeroLeads shows a work email signal at uber.com and a matched LinkedIn profile for Phil Brown.
Phil Brown previously worked as Senior Software Engineer II at Uber and Software Engineering Tech Lead at Blackmagic Design. Phil Brown holds B.A. Mathematics & Computer Science, Computer Science from University Of Adelaide.
Email format at Uber
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AeroLeads found 2 current-domain work email signals for Phil Brown. Compare company email patterns before reaching out.
About Phil Brown
Brings 19 years experience, key interest in the more technical areas of software engineering.I have built numerous physics & rendering game engines, lead implementation for a high performance RAW video decoder and currently providing technical leadership for the distributed systems powering Uber Eats.I am a builder at heart, enjoy designing lean yet powerful systems, and experience great satisfaction seeing creations I work on being used by others.Experience:C/C++/C++11/C++14, low level optimisation, CPU, SIMD, GPU, GLSL, HLSL, OpenGL, DirectX, OpenCL, CUDA, Metal, Objective-C, Lua, Python, engine design & architecture, code reviews, tech lead, 3d maths, rendering, physics, lighting systems, network sychronization, UI, Qt, tools, asset compilation, image/video codecs, compression, Google Cloud, Google App Engine, COM API abstraction.
Listed skills include Xbox 360, Game Development, Ps3, Game Design, and 7 others.
Phil Brown's current company
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Phil Brown work experience
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Senior Software Engineer Ii
Software Engineering Tech Lead
* Tech lead for desktop team handling software implementation of proprietary RAW codec.* Architected high performance threaded implementation of decoder taking advantage of SSE/AVX/AVX2 CPU intrinsics. GPU devices are further utilized via computer shaders in OpenCL, Metal and CUDA.* Lead many performance based discussions with desktop, hardware and algorithm teams. Providing feedback and algorithm direction to allow desktop implementation to run as efficient as possible.* Cross-platform support across OS X, Windows and Linux.* Directed team to maintain efficient and clean code via code reviews.* Designed and implemented a COM based API for 3rd party users.* Implemented reusable core components which are used across multiple teams.* Handled communication between several teams, spanning several offices, to ensure design goals and technical requirements were met.
Director / Software Engineer
* Turbo Pixel is a company formed by myself and two others (an artist & designer) to produce “Reflex”, an arcade first person shooter, now available on Steam EA. This game has been in development for a couple years, after we brought it to steam last year the demand increased and we turned to full-time development.* Reflex is a huge accomplishment and is a great showcase of my technical skills and abilities.* I wrote the game engine, in C++ from scratch.* Using DirectX 11 I built a Physically Based deferred Renderer, including features such as in-game radiosity lightmap baking.* I implemented a network communication layer with raw sockets over UDP. It uses a gamestate delta packing scheme to deliver updates from server to client, on top of that sits a reliable message protocol. The game netcode features client side prediction, server side extrapolation and server side backwards reconciliation.* There is a headless light-weight dedicated server, less than 10MB in size and is ran on virtual/cloud machines with low CPU overhead.* Implemented LuaJIT for a customizable user interface. All assets (including scripts) were hot-loaded into the game as soon as the source file script was updated.* Implemented a recording & playback system. After a game is finished you can reload it and scrub time forwards/backwards to see what happened and when.* Implemented many asset parses / packers / compilers, such as reading TGA textures and packing them into various DXT1/DXT5/BC6H/BC7 formats for different quality settings, or loading HLSL shader code and pre-compiling into bytecode.
Technical Programmer
* Worked with another colleague to create a new revision of the in-house renderer. Goals included making it substantially easier to integrate new platforms, hugely improving performance across all platforms, general clean-up and making it easier to maintain. * Identified and addressed pipeline bottlenecks throughout tools and systems within the company. This included implementing new build system scripts, updating asset creation tools and also proof of concept for a new expendable asset compilation system.* Huge amounts of various small tasks to ensure products were done on time and within budget.
Senior Software Engineer
* Built several cross platform (Windows / Linux / Mac OS-X) utility applications. This involved using specific platform tools such as Mac Interface Builder, Microsoft MFC, and on Linux Qt.* Created cross platform COM based thread safe API to communicate with hardware via ethernet.* Created front-end C++ Qt Application for which attached the COM API. This application not only allowed you to control the hardware remotely, but also supported uploading images and movies.* Embedded software; I Implemented a wear leveling EEPROM file system for embedded firmware, also wrote a manufacturing test software.
Technical Programmer
Member of Torus Software Engineering Team:* Designed, Implemented and maintained the internal cross platform Physics Engine running on DS, PS2, Wii, Xbox360, PS3, PC.* Maintained rendering system on several platforms. Experience includes writing particle systems, spatial systems, advanced materials, water effects, full screen effects, shadowing solutions.* Developed in-house tools, written in a combination of C, C++, C#.* Cross Platform development, ensuring systems run across all platforms, attempting to hide fixed point vs floating point issues and other cross platform difficulties.
Phil Brown education
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University Of Adelaide
Frequently asked questions about Phil Brown
Quick answers generated from the profile data available on this page.
What company does Phil Brown work for?
Phil Brown works for Uber.
What is Phil Brown's role at Uber?
Phil Brown is listed as Senior Staff Software Engineer at Uber.
What is Phil Brown's email address?
AeroLeads has found 2 work email signals at @uber.com for Phil Brown at Uber.
Where is Phil Brown based?
Phil Brown is based in San Francisco Bay Area, United States while working with Uber.
What companies has Phil Brown worked for?
Phil Brown has worked for Uber, Blackmagic Design, Turbo Pixel Studios, and Torus Games.
How can I contact Phil Brown?
You can use AeroLeads to view verified contact signals for Phil Brown at Uber, including work email, phone, and LinkedIn data when available.
What schools did Phil Brown attend?
Phil Brown holds B.A. Mathematics & Computer Science, Computer Science from University Of Adelaide.
What skills is Phil Brown known for?
Phil Brown is listed with skills including Xbox 360, Game Development, Ps3, Game Design, C++, C#, Wii, and Video Games.
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