Mike Erwin Email & Phone Number
@gawain.industries
1 phone found area 844
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Who is Mike Erwin? Overview
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Mike Erwin is listed as 3D Graphics Toolsmith at Riot Games, a with 7498 employees, based in Raleigh, North Carolina, United States. AeroLeads shows a work email signal at gawain.industries, phone signal with area code 844, and a matched LinkedIn profile for Mike Erwin.
Mike Erwin previously worked as Lead Rendering Engineer at Riot Games and Senior Software Engineer at Dreamworks Animation. Mike Erwin holds Master Of Liberal Arts, Information Technology from Harvard University.
Email format at Riot Games
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About Mike Erwin
My ideal job would combine the creative exploration and mentoring opportunities of academia, the transparency, ease of development and good karma from open source, and the market relevance of a commercial venture. I'm the sort of developer who prints the spec, makes lots of notes in the margins, and revels in getting the details right. I like code that is clear, fast, small, and native to the platform it's running on.Areas of interest: computer graphics, natural human-computer interaction, systems programming, compilers & languages, computer architecture (various CPUs and GPUs), history of computing.Technical strengths: interactive 3D graphics with OpenGL & GLSL. System-level programming on Mac OS X, Windows and Linux. Algorithm design & efficient implementation. Data format design & implementation. Profiling and optimization. SIMD programming on ARM, x86 and PowerPC.An interest in game development has long fueled my imagination and professional aspirations. Boston provided so many opportunities to mingle with these creative types around which I thrive—monthly post mortems, annual festival of indie games, a growing demo scene, etc. Since moving to North Carolina in 2015, I'm glad to have found a similar atmosphere here!
Listed skills include C++, Programming, Opengl, Computer Science, and 43 others.
Mike Erwin's current company
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Mike Erwin work experience
A career timeline built from the work history available for this profile.
Lead Rendering Engineer
CurrentGameplay-focused rendering on League of Legends. I just joined Riot so will update this when I settle in!
Senior Software Engineer
I’ve been working on Premo, DreamWorks’s in-house Animation & Rigging tool set. Performance profiling and optimization, updating OpenGL/GLSL to newer version, plus some UI work using Qt. A major project has been investigating load & save times of complex character rigs with layered overrides. All in service of production artists working on our feature films.Announced/released projects:- Puss in Boots the Last Wish- Ruby Gillman Teenage Kraken- Trolls Band Together- Kung Fu Panda 4
Toolsmith
I started this company to level up artists' workflow between Blender and Unreal Engine.Our Brigge plugins directly import / export 3D mesh models and procedural materials. If you can *create* a visual asset in Blender and *use* it in Unreal, we wanted to make that process as easy as possible.I was also the main point of contact for domain experts and customers, going to events such as GDC, SIGGRAPH, and Blender Conference to talk with 3D artists and game devs. We applied these insights directly to our software development efforts.
Unreal Engine Programmer
At Epic I worked on UE4 editor, tools & 3D art pipeline. Introduced support for glTF, the 3D model format from Khronos, as an open alternative to FBX. Dug deep into Mac & Windows code for windowing / fullscreen / HiDPI. Got my first experience with build & deploy pipelines for Android, XBox One, PS4, and Nintendo Switch, and made the process more reliable for game devs.
Developer
I'm still active in the Blender world, just not as a full-time developer.I was part of the small team that laid the foundations for Blender 2.8 and its real-time EEVEE viewport. My role was GPU & systems expert. Planned & led the transition to OpenGL 3.3 (from 2.1) so we could use advanced GPU features while not leaving users behind. Authored low-level GL/Vulkan support library that much of Blender is now based on. I've worked on efficient geometry submission, state tracking / batching & the shader-driven system that feeds on this geometry data.Worked to make OpenSubdiv robust on more systems -- Intel and AMD integrated graphics, Mac, and so on.Previously added support for 3Dconnexion's entire product line across Mac, Windows & Linux. What began as my Google Summer of Code project continued with support from 3Dconnexion. This was integrated into Blender’s 2.59 release, enabling 3D mouse users to smoothly navigate scenes and manipulate objects. I continue to add support for new hardware products as they come out.In 2012 I was invited to mentor another student's Summer of Code project (multitouch interaction). Being able to see both sides of the program and represent Blender at the mentor summit at Google HQ was a highlight of that year.Traveled to Amsterdam for the 2014 Blender Conference, finally meeting many of the people I had known only by their IRC handles! Returned in 2015, and gave a talks in 2016, 2017 and 2019.
Software Engineer
Floored builds immersive VR walkthroughs of architectural spaces. I supported the asset pipleline between our 3D modeling team and in-house WebGL rendering engine. Developed custom Blender tooling to manage mesh & material data, import & display point clouds, export optimized models.
Opengl Driver Engineer
Working hard to make sure your pixels end up in the right place, with the right colors in them!As a member of the Mac 3D team, worked closely with fellow engineers at both AMD and Apple on new and existing systems, most recently the dual-GPU Mac Pro. Implemented OpenGL 4.x features which shipped in OS X 10.9 Mavericks. Optimized GLSL code generation on our GPUs for up to 20% gains in several operations. Brought many combinations of vertex data types and alignments onto the fast path, both for GCN and some of our older cards.One of my favorite tasks was working with 3rd party developers to tune their games / applications and track down the trickiest bugs.
Graduate Research Assistant
Explored effective rendering techniques for the dense flow fields produced by diffusion MRI machines. This project was half engineering (data analysis, interactive rendering, responsive UI) and half perceptive psychology (task performance, aesthetics). My work focused on the engineering side, using OpenGL to produce a variety of visual representations of brain scan data.
Software Developer
Worked primarily on Bomgar’s “rep client” used by enterprise tech support staff worldwide. Delved into the Qt framework and its own flavor of C++. Discovered and fixed a bug in Qt itself (16-bit BMP decoding on PowerPC). Updated communication protocol to support new product features and learned just enough PHP to expose these updates via our web-based admin interface. Pushed Mac targets toward modern tech and idioms. Added sleep/wake, login/logout and screen-geometry-change awareness to Mac targets. Significantly reduced overdraw in a much-used part of the rep client, leading to a more responsive interface.
Senior Analyst (Graphics And Core Systems)
Led early development of a simulation project, with a dozen developers and 25,000+ lines of code. Our simulation domain was the mass evacuation of sports arenas. We used the GNU toolchain to develop on and target Linux and Windows. In addition to our custom code (mostly C++), we leveraged OpenGL, SDL, various imaging libraries, ODE for physics, and Lua for scripting.On this project I specialized in 3D graphics, performance, file formats, and user interaction. Wrote importers for geometry data in Collada, OBJ and custom formats. Created visual validation tools for incoming models. Rewrote core graphics engine to handle huge data sets, then tuned for 9-fold performance boost, making larger simulations feasible on modest hardware. Later worked on scalable AI for crowd dynamics (thousands of agents) using the best ideas prototyped by myself and others over the previous two years.
Software Developer
Created and extended in-house software to support atmospheric physics team. Much of this work pivoted around data capture, storage, display and analysis. Early work involved systems-level access to a high-speed data capture card, exposing the complexities of the device via a humane interface. Later designed and implemented cross-platform plug-in framework for hyper-spectral image filtering, also prototyping user interaction design for main application. Finally worked with high dynamic range imaging, using both libpng and OpenEXR. The elegance of the PNG format struck me, leading to later independent development of PNG-based tools.
Undergraduate Researcher
Began original research on programming languages & human factors that led to two grand prizes at USM's Innovative Design for Computing competition, 2005 (hcf/3000 programming system) and 2006 (humane assembly language tools for the 68000). Funded by NASA Space Grant.
Colleagues at Riot Games
Other employees you can reach at riotgames.com. View company contacts for 7498 employees →
Omid Omidi
Colleague at Riot GamesDreieich, Hesse, Germany
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Sonia Gault
Colleague at Riot GamesLuxembourg
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João Pacheco
Colleague at Riot GamesPortugal
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Victor Hugo Capelini
Colleague at Riot GamesSão Paulo, Brazil
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Barbette Sealy
Colleague at Riot GamesLos Angeles, California, United States
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Soyoon Ahn
Colleague at Riot GamesSeoul, South Korea, Korea, Republic Of
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Sheu Oluwakemi
Colleague at Riot GamesLagos, Lagos State, Nigeria
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이충현
Colleague at Riot GamesSouth Korea, Korea, Republic Of
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Daisy Kiehn
Colleague at Riot GamesCedar Park, Texas, United States
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Ioana Boian
Colleague at Riot GamesDublin, County Dublin, Ireland
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Mike Erwin education
Master Of Liberal Arts, Information Technology
Bs, Computer Science
Frequently asked questions about Mike Erwin
Quick answers generated from the profile data available on this page.
What company does Mike Erwin work for?
Mike Erwin works for Riot Games.
What is Mike Erwin's role at Riot Games?
Mike Erwin is listed as 3D Graphics Toolsmith at Riot Games.
What is Mike Erwin's email address?
AeroLeads has found 1 work email signal at @gawain.industries for Mike Erwin at Riot Games.
What is Mike Erwin's phone number?
AeroLeads has found 1 phone signal(s) with area code 844 for Mike Erwin at Riot Games.
Where is Mike Erwin based?
Mike Erwin is based in Raleigh, North Carolina, United States while working with Riot Games.
What companies has Mike Erwin worked for?
Mike Erwin has worked for Riot Games, Dreamworks Animation, Gawain Industries, Epic Games, and Blender.
Who are Mike Erwin's colleagues at Riot Games?
Mike Erwin's colleagues at Riot Games include Omid Omidi, Sonia Gault, João Pacheco, Victor Hugo Capelini, and Barbette Sealy.
How can I contact Mike Erwin?
You can use AeroLeads to view verified contact signals for Mike Erwin at Riot Games, including work email, phone, and LinkedIn data when available.
What schools did Mike Erwin attend?
Mike Erwin holds Master Of Liberal Arts, Information Technology from Harvard University.
What skills is Mike Erwin known for?
Mike Erwin is listed with skills including C++, Programming, Opengl, Computer Science, Objective C, Python, Linux, and Graphics.
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