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Steven Noonan personal email
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I am looking for a fully remote software engineering role.I'm a C, C++, and Python developer. I have developed and/or ported cross-platform games for macOS, Linux, and Windows. I have particular experience in game development, performance tuning, code optimization, portability, emulation, power efficiency, etc.
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Principal Software EngineerEderaPost Falls, Id, Us -
Senior Staff Software EngineerGeico Dec 2024 - PresentChevy Chase, Md, Us -
Freelance Software DeveloperIntroversion Software Mar 2020 - PresentDuring the COVID-19 pandemic, I needed something to sharpen my skills and fill my personal time. I developed the "10000th Anniversary Edition" remaster of Darwinia, which is currently available on Steam and GOG. I rewrote the majority of the 2005-era game engine to perform better and be more compatible with modern hardware.I redesigned and rewrote graphics subsystem to support OpenGL 3.3 core and OpenGL ES 3.0. Uses ANGLE to support multiple rendering backends: Vulkan, Direct3D, Metal, OpenGL. I introduced support for MSAA/SSAA/SMAA/FXAA for anti-aliasing, and AMD FSR 1.0 for scaling. Changes were implemented with a strong focus on performance and higher fidelity visuals. The original game engine only used the fixed-function OpenGL pipeline and had no support for any of the modern graphics tools like vertex buffers, framebuffer objects, vertex arrays, or shaders.Rewrote custom UI toolkit to use dynamic DPI scaling for high DPI displays.Rewrote sound engine to use MiniAudio for spatialized multithreaded high-performance cross-platform game audio. Supports up to 7.1-channel surround sound. The original engine only supported spatialization with DirectSound and supported up to 2-channel (stereo) audio.Improved platform portability, introducing support for 64-bit CPU architectures, native Apple Silicon support, and optimizations for tile-based renderers other tile-based renderers.Significantly improved game performance through rendering, game math, and core design optimizations.Fixed numerous long-standing gameplay, graphics and audio bugs.Worked with numerous graphics hardware/driver vendors to solve bugs discovered in their driver implementations (AMD, NVIDIA, Intel, Qualcomm).Contributed to the MiniAudio, ANGLE, and SDL projects to solve bugs or add new features.Providing long-term game updates on Steam and Good Old Games (GOG) with support for macOS, Windows, and Linux. -
OwnerUplink Laboratories Jun 2004 - PresentBellevue, Wa, UsIndependent open source development and game porting. -
Principal Software EngineerAviatrix Feb 2024 - Oct 2024Santa Clara, California, UsImproved stability and performance of customer-facing Terraform modules and infrastructure.Developed new end-to-end testing infrastructure, with greater visibility and insight into: long-tail runs, distinct failure modes, cloud service provider reliability, product reliability, etc.Designed and implemented new product release qualification procedures and requirements, focusing on customer experience, minimizing customer frustration.Implemented new TCMS infrastructure using Qase (migrating from TestRail) for cost-saving and reliability reasons. -
Staff Software EngineerSamsung Austin Research And Development Center (Sarc) And Advanced Computing Lab (Acl) Mar 2023 - Jan 2024Contributed to Vulkan graphics drivers for the AMD-based GPU in Samsung phones with Exynos SoC.Solved multiple conformance issues with Vulkan dEQP in the Samsung user mode driver.Implemented new features to better support ANGLE and improve rendering performance. -
Principal Software EngineerValve Corporation Aug 2015 - Dec 2022Bellevue, Wa, UsWorked on Valve Anti-Cheat and Steam Trust machine learning model and infrastructure. Implemented several new detection methods and heuristics for cheat and bot detection.Steam Datagram Relay (SDR) infrastructure and game server performance tuning, and accompanying tooling.Linux game and software porting/developmentAnti-fraud and anti-bot infrastructure to combat automated account creation, cheating, and other malicious activity. Worked with Google to improve reCAPTCHA and other anti-fraud tooling for Valve's use case.Optimization, performance debuggingContributed several improvements to the Steam Hardware Survey, improving data sanitization and gatheringCo-developed Game Networking Sockets library, managed the open source release process and built CI infrastructure.Steam Play (Proton) development, mostly on the Wine side. Focused on performance and compatibility. -
Software Engineer, Kernel And Operating Systems Platform TeamAmazon Web Services, Ec2 Jan 2011 - Aug 2015Seattle, Wa, UsI am a Linux kernel and Xen hypervisor engineer, software engineer, and performance guru. I've focused on several areas during my time with Amazon Web Services: block I/O performance, network throughput/latency, hypervisor scheduling and resource allocation, scalable fleet validation and testing infrastructures, and new platform development.I've served as the primary platform team engineer responsible for the High Storage (HS1), SSD-based High I/O (HI1 and I2) platforms. Through these platforms, I developed userspace tooling around effective/fair resource management (PID affinity, IRQ affinity, vCPU/pCPU pinning) and kernel patches for improved throughput and latency with high IOPS workloads.I've also been one of the primary authors and maintainers for a fast, scalable, and reliable test infrastructure used for platform qualification, benchmarking, and testing, as well as for operational use cases. The tooling has enabled engineers to rapidly prototype new platforms and verify functionality both from a configuration validation standpoint as well as from a user acceptance standpoint. -
Linux And Mac DeveloperExosyphen Studios Jun 2008 - Oct 2010Ported Hacker Evolution: Untold to Mac OS X and Linux. The game originally extensively used DirectX APIs for graphics, audio, user input, etc. I replaced all these with SDL, OpenGL, and SDL_mixer.
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Google Summer Of Code ParticipantGoogle May 2010 - Aug 2010Worked on the Unladen Swallow project (Python 2.6 JIT) to reduce memory consumption in the Just-in-Time compiler.
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Linux And Mac DeveloperIntroversion Software Jul 2006 - Jul 2007Ported DEFCON (a Windows computer game) to Linux and Mac OS X. Used C/C++, OpenGL, SDL, and glew.
Steven Noonan Skills
Steven Noonan Education Details
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Seattle Pacific UniversityComputer Engineering
Frequently Asked Questions about Steven Noonan
What company does Steven Noonan work for?
Steven Noonan works for Edera
What is Steven Noonan's role at the current company?
Steven Noonan's current role is Principal Software Engineer.
What is Steven Noonan's email address?
Steven Noonan's email address is st****@****are.com
What is Steven Noonan's direct phone number?
Steven Noonan's direct phone number is +120649*****
What schools did Steven Noonan attend?
Steven Noonan attended Seattle Pacific University.
What are some of Steven Noonan's interests?
Steven Noonan has interest in Mathematics, Kindle, Computer Programming, Coffee, Amazon, Python (Programming Language), Amazon Web Services, Computer Science, Ruby (Programming Language), Linux.
What skills is Steven Noonan known for?
Steven Noonan has skills like Linux, C++, Python, Linux Kernel, Opengl, Amazon Web Services, Software Engineering, Bash, Programming, C, Cloud Computing, Git.
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