Steven Noonan Email & Phone Number
@valvesoftware.com
2 phones found area 206
LinkedIn matched
Who is Steven Noonan? Overview
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Steven Noonan is listed as Principal Software Engineer at Edera, a with 25 employees, based in Post Falls, Idaho, United States. AeroLeads shows a work email signal at valvesoftware.com, phone signal with area code 206, and a matched LinkedIn profile for Steven Noonan.
Steven Noonan previously worked as Senior Staff Software Engineer at Geico and Freelance Software Developer at Introversion Software. Steven Noonan holds Computer Engineering from Seattle Pacific University.
Email format at Edera
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AeroLeads found 3 current-domain work email signals for Steven Noonan. Compare company email patterns before reaching out.
About Steven Noonan
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.
Listed skills include Linux, C++, Python, Linux Kernel, and 32 others.
Steven Noonan's current company
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Steven Noonan work experience
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Senior Staff Software Engineer
Freelance Software Developer
During 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.
Principal Software Engineer
Improved 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 Engineer
Contributed 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 Engineer
Worked 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 Team
I 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 Developer
Ported 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.
Google Summer Of Code Participant
Worked on the Unladen Swallow project (Python 2.6 JIT) to reduce memory consumption in the Just-in-Time compiler.
Linux And Mac Developer
Ported DEFCON (a Windows computer game) to Linux and Mac OS X. Used C/C++, OpenGL, SDL, and glew.
Steven Noonan education
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Seattle Pacific University
Frequently asked questions about Steven Noonan
Quick answers generated from the profile data available on this page.
What company does Steven Noonan work for?
Steven Noonan works for Edera.
What is Steven Noonan's role at Edera?
Steven Noonan is listed as Principal Software Engineer at Edera.
What is Steven Noonan's email address?
AeroLeads has found 3 work email signals at @valvesoftware.com for Steven Noonan at Edera.
What is Steven Noonan's phone number?
AeroLeads has found 2 phone signal(s) with area code 206 for Steven Noonan at Edera.
Where is Steven Noonan based?
Steven Noonan is based in Post Falls, Idaho, United States while working with Edera.
What companies has Steven Noonan worked for?
Steven Noonan has worked for Edera, Geico, Introversion Software, Uplink Laboratories, and Aviatrix.
How can I contact Steven Noonan?
You can use AeroLeads to view verified contact signals for Steven Noonan at Edera, including work email, phone, and LinkedIn data when available.
What schools did Steven Noonan attend?
Steven Noonan holds Computer Engineering from Seattle Pacific University.
What skills is Steven Noonan known for?
Steven Noonan is listed with skills including Linux, C++, Python, Linux Kernel, Opengl, Amazon Web Services, Software Engineering, and Bash.
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