Richard Terrell

Richard Terrell Email and Phone Number

Software Engineer @ Facebook
Orlando, FL, US
Richard Terrell's Location
Greater Orlando, United States, United States
Richard Terrell's Contact Details

Richard Terrell work email

Richard Terrell personal email

Richard Terrell phone numbers

About Richard Terrell

I am an entrepreneurial leader with a background in gaming and immersive technologies. I have experience leading and working in larger corporate environments in defense simulations, video games, theme park attractions and am always open to new industries. I have also worked in startups over the last several years as a leader and primary technologist (code, architecture, design, maintenance). I have released a bestselling online multiplayer game for the first wave of VR on Oculus Go / Samsung Gear and currently create custom high-speed solutions in networking, virtual/augmented reality, and machines/robots for clients.

Richard Terrell's Current Company Details
Facebook

Facebook

View
Software Engineer
Orlando, FL, US
Website:
facebook.com
Employees:
24382
Richard Terrell Work Experience Details
  • Facebook
    Software Engineer
    Facebook
    Orlando, Fl, Us
  • Meta
    Software Engineer
    Meta
    Greater Orlando
  • Facebook
    Software Engineer
    Facebook Sep 2021 - Present
  • Lightbulb Labs
    Co-Founder
    Lightbulb Labs Jun 2017 - Present
    We are in the business of merging the digital world with the physical world. Our work includes public activities, such as releasing applications on XR platforms (iOS, Oculus) as well as private work, including the programming of robots, working with custom sensors, and creating systems that orchestrate movement among machines and digital entities.
  • Virtually Invincible Llc
    Founder
    Virtually Invincible Llc Oct 2015 - Present
    Virtually Invincible was created to release virtual reality products independently on various stores.Our first VR product, Disc League, was a best seller on the Oculus Store for the Oculus Go and Samsung Gear VR platform. This was a launch title for Oculus social, featuring online gameplay with authoritative servers and networked physics.Other titles have been in production but cannot be mentioned for client discretion.
  • Cae
    Systems Engineer / Technical Assessor
    Cae Aug 2009 - Oct 2015
    Montréal, Québec, Ca
    My experiences at CAE have been broad technically and otherwise. Currently I work on web technologies involving Ruby on Rails, JRuby, JavaScript and other frameworks. Much of my other technical experience here has been in low level coding and framework development.At the project level, I produce technical solutions from the latest technologies or re-purpose and harvest capabilities from legacy systems as needed. I also serve as a technical assessor where I guide the technical growth of engineers and evaluate their technical performance.Current Projects and Responsibilities:• Developing terrain generation web server using JRuby on Rails• Setup other services to support web application • PostgreSQL with SSL, background processing (Delayed_Jobs), build systems• Write technical documentation for proposals, create technical plans, perform engineering estimates• Visit customers to collect or convey technical information• Evaluate and provide feedback for engineers’ technical growth• Participate in interviewing and hiring of engineersPrevious Projects:• Lead development for full product development life cycle of 3D geospatial data editor (.Net, C#)• Experience with pipelines for visual databases in training and simulation• Developed API for internal GIS PC application• Worked on low level embedded systems in C and ADA• Developed propagation model for radio communication
  • Oculus Maximus
    Software Engineer, Manager
    Oculus Maximus Jun 2013 - Apr 2014
    Oculus Maximus was created purely in my spare time. A team of three of us spent many hours nights and weekends building the ultimate gladiator combat experience of our dreams using the Oculus Rift and Razer Hydra. We started testing and building the technology and then entered the official Oculus VR Jam 2013. Although we did not win, we did win some fans and were happy to have shared a fun game with those fortunate enough to own both an Oculus Rift and Razer Hydra. After the jam we continued development until other opportunities lead us to stop. I learned many things through this experience, both technical and in life. Now I am very excited about the future of VR and want to further build the VR community in Orlando, FL, USA.Technical skills used:⇨ Unreal Development Kit (UDK)⇨ PhysX (a lot of physics experimentation and tuning with rag dolls, rigid bodies and springs)⇨ Animset / AnimTree (to create complex animation trees with lots of masking and IK controls)⇨ ActorX / FBX (helped with exporting problems and asset debugging) ⇨ VR peripherals – Razer Hydra⇨ Actor and Pawn coding for AI and general gameplay⇨ Kismet (created levels, events and sequences)⇨ Rapid Prototyping of featuresManagement tasks and responsibilities:⇨ Coordinated work scheduling and milestones⇨ Communicated progress with audience via Oculus forums⇨ Sought extra work and talent as needed (audio guy, concept artist, electrical engineers to fix our hydras)⇨ Arranged presentation for Indienomicon (Orlando Meetup) - about 150 people attended⇨ Kept track of all finances⇨ Acquired business licenses, handled taxes, got registered agent⇨ Handled all communication and money with landlord for co-working space⇨ Setup project website
  • Electronic Arts
    Software Engineer
    Electronic Arts Jun 2005 - Aug 2009
    Redwood City, Ca, Us
    The majority of my time at EA was spent on the central gameplay team. There I worked a lot with skeletal animation systems, the game engine and other internal middleware. Some of the more advanced (and fun) things I got to do were: replace a blend shape facial animation system with a joint driven animation system, port physics and animation processing to SPUs on the PS3, prototype cool new gameplay features and implement some of them into the games. Before the gameplay team I worked on a lot different things like the PS3 graphics asset pipeline, an Xbox live demo, and our studio’s first PSP Madden game.Credited Titles:o Madden 2010, NCAA 2010 - Xbox 360 and PS3o Madden 2009, NCAA 2009 - Xbox 360 and PS3o NFL Tour – Xbox 360 and PS3o NCAA 2008 – Xbox 360 Live Demoo NFL Head Coach - PS2, Xbox, PCo Madden 06 - PSP
  • Sensory Sweep
    Key Programmer
    Sensory Sweep Jun 2004 - Jun 2005
    Working at Sensory Sweep was an exciting, small studio experience. At this studio we pumped out games every 3-6 months and I had the opportunity to work on many different areas of the games we made. Most of my time here I worked as a lead/key programmer and helped a lot of the new engineers and scripters get up to speed. Some of the cool things I got to do were: create a level editing system in Maya using Maya plugins and MEL, create a game scripting and event system, write poker gameplay and state machines, and work in the bits and bytes of Nintendo’s hand held systems (NDS and GBA). Even at this early stage in my career I got to participate in some of the game design negotiations with publishers and participated in the hiring of engineers.Credited Titles:o Crash Tag Team Racing (cancelled) - Nintendo DSo World Championship Poker - Nintendo DSo Yuyu Hakusho: Dark Tournament Tactics – Gameboy Advance
  • Boxworks Technologies, Inc.
    Web Developer
    Boxworks Technologies, Inc. Apr 2004 - Jun 2004
    I worked on web pages using Cold Fusion and Java Script to build a pay tracking system for truck drivers. I left when I was offered the job at Sensory Sweep because I had a passion for games. Although it was only 3 months, my boss told me he was happy because he felt like he got maximum value from me and he knew I would be moving on to gaming eventually anyway.
  • University Of Utah
    Teacher'S Assistant
    University Of Utah Aug 2001 - May 2002
    Salt Lake City, Utah, Us
    At the university, I taught classes in a lab and I did all of the things you normally expect a teacher’s assistant to do: grade papers, teach lessons and help students.

Richard Terrell Skills

Video

Richard Terrell Education Details

  • University Of Florida - Warrington College Of Business
    University Of Florida - Warrington College Of Business
    Executive Mba
  • University Of Utah
    University Of Utah
    Computer Science

Frequently Asked Questions about Richard Terrell

What company does Richard Terrell work for?

Richard Terrell works for Facebook

What is Richard Terrell's role at the current company?

Richard Terrell's current role is Software Engineer.

What is Richard Terrell's email address?

Richard Terrell's email address is ri****@****ail.com

What is Richard Terrell's direct phone number?

Richard Terrell's direct phone number is +180170*****

What schools did Richard Terrell attend?

Richard Terrell attended University Of Florida - Warrington College Of Business, University Of Utah.

What skills is Richard Terrell known for?

Richard Terrell has skills like Video.

Who are Richard Terrell's colleagues?

Richard Terrell's colleagues are Christopher Tallon, Adrian Gavrilenco, Nguyen Thiphuong, Abderrahman Abdos, Saeed Saeedi, Luis Daniel Medina Cazarez, Hellem Nogueira.

Free Chrome Extension

Find emails, phones & company data instantly

Find verified emails from LinkedIn profiles
Get direct phone numbers & mobile contacts
Access company data & employee information
Works directly on LinkedIn - no copy/paste needed
Get Chrome Extension - Free

Aero Online

Your AI prospecting assistant

Download 750 million emails and 100 million phone numbers

Access emails and phone numbers of over 750 million business users. Instantly download verified profiles using 20+ filters, including location, job title, company, function, and industry.