Troy Stephens Email and Phone Number
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Troy Stephens personal email
Producing well-built, clearly understood systems in the course of relentless, real-world problem-solving has been my focus as a software engineer. I’ve programmed hardware to the metal, developed GNC code for SpaceX’s SuperHeavy booster, contributed 16 years of enhancements to Apple’s AppKit framework, implemented 3D game rendering and art pipelines, built advanced device drivers and a revolutionary HTML+WordPress editor for macOS, and helped app teams troubleshoot complex problems and build new features. I’ve been a conference speaker and mentor to other developers, have enjoyed working with amazing people, and welcome new challenges and opportunities.
Renewed Vision
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Senior Software Engineer IiRenewed Vision Nov 2023 - PresentAlpharetta, Georgia, UsHelping develop professional-grade presentation software for advanced audiovisual systems. -
Founder And Lead EngineerCoherence Labs Oct 2011 - PresentPioneering revolutionary tools for decentralized publishing with full content ownership. Designer and developer of TypeMetal, a revolutionary Mac-native HTML editor and WordPress publishing app available on the Mac App Store. Contributed new features to the Tower git client as a contractor.
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Senior Flight Software EngineerSpacex Apr 2021 - Dec 2021Hawthorne, California, UsDeveloped flight control software for the Starship project's SuperHeavy booster as part of an incredibly talented team. Sensor interfacing. Guidance, Navigation, and Control. Worked with dedicated, visionary colleagues toward the tremendously exciting goal of opening our next frontier beyond Earth. -
Recidivist Frameworks EngineerApple Mar 2014 - Apr 2021Cupertino, California, UsReturned to help develop OS X 10.10 Yosemite through macOS 12.0 Monterey, contributing to technologies ranging from App Extensions to Storyboards, View and Window Controllers, Collection Views, and Tabs, and presenting at WWDC 2015, 2017, and 2019. Developed neat stuff with wonderfully talented teams. -
Application Frameworks EngineerApple, Inc. Apr 2002 - Oct 2011Cupertino, California, UsExtended and enhanced Mac OS X's Cocoa application frameworks as a software engineer on the AppKit team, helping Apple ship Mac OS X 10.2 Jaguar through 10.7 Lion. Responsible for API design and implementation, cross-functional collaboration with graphics and animation framework layers, and enhancing AppKit's functionality and performance while maintaining maximal binary compatibility for client applications. Participated in several successful technology shifts, including 32- to 64-bit and PowerPC to Intel, as well as many iterations of system UI redesign. Helped internal teams and external developers solve problems, transition to new technologies, and leverage application framework paradigms to full advantage. Eight-time speaker at Apple's World Wide Developer Conference (WWDC) from 2003 through 2011, elucidating topics ranging from view tree animation to performance techniques to audiences of 400+ attendees. -
Software Engineer(Self-Employed) Jan 2000 - Apr 2002Pursued independent research projects on Mac OS X Server 1.x and Mac OS X beta using the Cocoa (OpenStep) frameworks, including the research, design, and prototyping of an experimental programming environment. (Related research areas: structure-editing, program comprehension, elucidative programming.) Helped continue my prior molecular physics research, while building a set of frameworks for 3D modeling and rendering work.
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Software EngineerFox Interactive / Page 44 Studios Nov 1998 - Jan 2000Primary 3D graphics programmer and tools pipeline developer for Fox Baseball for the Sony PlayStation. Completed the Radical PlayStation baseball title as Fox Baseball 2001, with a subset of the original art and engineering teams. Provided technical support and art pipeline tools to a team of six artists. Repaired and extended the Radical 3D library and tool set. Developed a graphical VRAM layout tool (using OpenStep Enterprise) to assist with managing texture placement templates. Coded special effects. Reimplemented the “instant replay” system to improve memory-efficiency. Revised the player model vertex transform code to reduce “jitters” caused by cumulative fixed-point errors in the original 3D library code. Coordinated evaluation of new technologies and art tools, including Nichimen Graphics’ Mirai and Alias|wavefront’s Maya. Fox closed its sports videogame division while we were in beta, and I departed Page 44 to pursue independent research.
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Software EngineerRadical Entertainment, Ltd. Aug 1997 - Sep 1998Primary 3D graphics programmer and tools pipeline developer for ESPN Baseball for the Sony PlayStation. Developed the rendering code for the Sony PlayStation version of a PC/PlayStation baseball game, based on an in-house 3D engine that provides basic polygonal rendering and skeletal animation of seamless mesh characters. Implemented realtime retexturing of player meshes, runtime IK/attachment mirroring for handedness, viewspace LOD selection, and a priority allocation system for managing limited main memory and texture VRAM resources. Implemented subdivision rendering to alleviate texture warping. Developed the art build pipeline and custom tools atop an existing art-processing tool base. Worked closely with ten artists and one art director to ensure technical compliance of game art and provide support for in-house tools, including a 3DS Max2 exporter and standalone model viewer. Was offered a lead position to follow this project, but Radical Vancouver ran out of funds and closed its San Francisco office in September ’98.
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Contract Software EngineerMcgraw-Hill Home Interactive Jun 1995 - Jul 1995Prototyped an experimental natural language synthesis engine in C++, designed to generate story narrative based on event data and a set of time-varying grammatical parameters.
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Contract Software EngineerAxonix Corporation May 1994 - Jun 1994Co-authored the Windows 3.1 VxD to support a groundbreaking multimedia expansion station for PC notebooks. ASM/C driver code intercepted and redirected register-level DMA, interrupt, and I/O transactions to simulate full ISA expansion bus functionality over a PCMCIA link to an external OEM bus, enabling use of CD-ROM interfaces, sound cards, and other ISA boards using shipping third-party device drivers.
Troy Stephens Skills
Troy Stephens Education Details
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Wesleyan UniversityPhysics -
UclaComputer Science
Frequently Asked Questions about Troy Stephens
What company does Troy Stephens work for?
Troy Stephens works for Renewed Vision
What is Troy Stephens's role at the current company?
Troy Stephens's current role is Software. Ex-, Ex-SpaceX. Ever hungry for new challenges. Driven to help others build for clarity, longevity, and leverage. Created TypeMetal @CoherenceLabs..
What is Troy Stephens's email address?
Troy Stephens's email address is ts****@****ple.com
What schools did Troy Stephens attend?
Troy Stephens attended Wesleyan University, Ucla.
What are some of Troy Stephens's interests?
Troy Stephens has interest in Innovation, Aerospace, Data Security, Aviation, Space Colonization, All Fields Of High Technology, Decentralization, Elucidative Programming, Energy, Human Computer Interaction.
What skills is Troy Stephens known for?
Troy Stephens has skills like Software Engineering, Cocoa, Objective C, Xcode, Os X, User Interface, Mac Os X, Git, Iphone, Software Development, Core Animation, C.
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