Steve Smith

Steve Smith Email and Phone Number

Engineering Manager at Meta Reality Labs @ Meta
aberdeen, aberdeenshire, united kingdom
Steve Smith's Location
Kirkland, Washington, United States, United States
About Steve Smith

Since an early age, I've been passionate about technology and interactive entertainment. Since about age 10, I've been programming, first in basic and machine code, later in C and then C++. When I'm not coding at my day-job (which I've been doing professionally, full-time, since 1998) I'm working on hobby projects at home, mostly centered around computer graphics and real-time computation, and more lately Virtual Reality. Professionally, I'm excited by any opportunity to solve hard problems, and work with like-minded, skilled individuals whom I can learn from. I'm excited to work in a strong team environment, and thoroughly enjoy the challenge of shipping product on time and against all odds.

Steve Smith's Current Company Details
Meta

Meta

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Engineering Manager at Meta Reality Labs
aberdeen, aberdeenshire, united kingdom
Website:
metadownhole.com
Employees:
5
Steve Smith Work Experience Details
  • Meta
    Engineering Manager
    Meta Mar 2022 - Present
    Redmond, Washington, United States
  • Epic Games
    Xr Lead
    Epic Games Jan 2020 - Mar 2022
    Bellevue, Washington
  • Epic Games
    Xr Rendering Engineer
    Epic Games Apr 2019 - Jan 2020
    Bellevue, Wa
  • Tesla
    Staff Software Engineer
    Tesla Aug 2018 - Apr 2019
    Bellevue, Washington
  • Hbo
    Senior Staff Engineer
    Hbo Dec 2016 - Jul 2018
    Seattle, Washington
  • Envelop Vr
    Principal Software Engineer
    Envelop Vr Dec 2014 - Dec 2016
    Bellevue, Wa
    As a Principal Engineer at Envelop VR, I was responsible for:* Managing a team of top-tier engineers developing bleeding edge productivity software for new Virtual Reality hardware (Oculus, Htc Vive).* Porting an existing engine from OpenGL to Direct3D, optimizing for Virtual Reality by maximizing CPU performance and minimizing latency.* Deep engineering on the Windows platform to allow full desktop integration into a VR environment, involving significant low-level plumbing at the graphics and input layers.* Reviewing, optimizing and designing code at all levels of the product, from setup/installation, networking and system level to graphics and VR.* Technical discussion and interaction with investors, partners and customers at all levels.
  • Uber Entertainment
    Principal Graphics Engineer
    Uber Entertainment Aug 2013 - Dec 2014
    Kirkland, Washington
    As the principal graphics engineer at Uber Entertainment, I was a key engineer on Planetary Annihilation, and was responsible for:* Architected a suite of CPU/GPU profiling and memory tracking/debugging tools to help optimize client and server performance.* Significantly re-architected graphics and other client-side systems for Planetary Annihilation (an OpenGL-based engine) to boost performance on target PC specs from <2fps to 60+ fps, leveraging latest OpenGL techniques and extensions where available. This work included re-architecting the engine from single-threaded to expand and utilize all available cores on the system.* Worked with art, technical artists to implement GPU-based particle engine, post-process pipeline (including full HDR, anti-aliasing, and SSAO), and various significant optimizations to all parts of the client code-base.* Testing, bug fixing and optimization of server-side code for gameplay logic, pathfinding, AI and networking code.
  • Microsoft
    Senior Software Development Engineer
    Microsoft Aug 2011 - Aug 2013
    Working in Xbox ATG (Advanced Technology Group) helping developers make great games on Microsoft platforms.
  • Intel Corp.
    Senior Graphics Software Engineer
    Intel Corp. Nov 2008 - Aug 2011
    Redmond, Washington
    * Deep engagement with games ISV architecting, developing and optimizing prototype advanced future technology rendering on experimental graphics hardware platform. Resulted in first real rendered results on pre-release hardware, results report escalated to CEO level.* Architected, prototyped and optimized tasking API to run complex algorithms on multi-core CPUs (8 – 12 HW threads) and massively parallel experimental hardware (128 HW threads).* Prototyped methods to move post-processing, shadow mapping and other techniques from GPU to CPU. Included creating a UMD shim driver to intercept D3D runtime calls to UMD to insert post-process functionality in any title.* Engaged with AAA developers to disclose future roadmaps, prototype and optimize code on Intel HW platforms (CPU and graphics platforms)
  • Microsoft Xbox Atg
    Development Lead
    Microsoft Xbox Atg Oct 2005 - Oct 2008
    Redmond, Washington
    * Developed and presented new content at Gamefest US conference on system and graphics tracks (ATG)* Managed team of 5 top engineers, involved deeply in career development, performance management, role-modeling and mentoring (ATG).* Interfaced with developers to troubleshoot functional or performance issues, driving issues to resolution. Primarily focused on Xbox 360 graphics but with some engagement with DirectX developers on windows (ATG).
  • Microsoft
    Technical Evangelist
    Microsoft Nov 1996 - Mar 1998

Steve Smith Education Details

Frequently Asked Questions about Steve Smith

What company does Steve Smith work for?

Steve Smith works for Meta

What is Steve Smith's role at the current company?

Steve Smith's current role is Engineering Manager at Meta Reality Labs.

What schools did Steve Smith attend?

Steve Smith attended University Of Bristol, University Of Bristol.

Who are Steve Smith's colleagues?

Steve Smith's colleagues are Arthur Given, Saloni Bajaj, Maria Aparecida De De Castro Silva, Lea Fischer, Naing Lay Naing Lay, Shadab D., Tracy Lau.

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