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I'm a Software engineer with a strong background in C++, and a history of working on games and desktop software of all kinds. A small smattering of things I've worked on: API design, networking, Windows security workarounds, Library management, build automation, cross platform installer generation, and porting to C++11/14. Basically, I work on whatever needs doing and thrive in an environment where there's a lot to learn.I would like to contribute to projects that help change things in the physical world - Reducing resource usage, analyzing scientific data, or just making tools that empower people around me. I get the job done with as little ego as I can.
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Staff Software EngineerZeromatter Jun 2024 - PresentMountain View, Us -
Staff Software EngineerTesla May 2022 - Jun 2024Austin, Texas, Us -
Senior Software EngineerCruise Automation Jun 2018 - Apr 2022San Francisco, California, Us -
Engineering ManagerLeap Motion Oct 2015 - Jun 2018San Francisco, Ca, UsManager of an interdisciplinary team of 8 responsible for hardware, firmware, and control software. Created & produced production ready stereoscopic camera module with ~180 degree FOV, a novel calibration solution, and custom XUs to enable self-describing variants. Prototyping, architecture & development for next generation modules with on-board tracking. -
Senior Software EngineerLeap Motion Nov 2013 - Oct 2015San Francisco, Ca, UsSeveral major internal refactors resulting in dramatically more readable and testable code.Experimentally integrated Halide using AoT compilation, created CMake scripts to make using it relatively fool-proof, and ported several existing operations (blur, scale, ect) with performance matching the original hand-tuned SSE instructions.Developed CMake standards, and a (now open-source) suite of modules to make using them easier and more concise. Made heavy use of the interface targets concept introduced in CMake 3.0, as well as the find_package functionality and CPack to drastically improve maintainability.Technical Lead for a cross platform internal project with a team of 5. Helped educate junior developers, worked with product designers to create a flexible architecture to handle a range of possible requirements. Worked on proof-of-concept tasks for a particular VR use case. -
Software EngineerLeap Motion Oct 2012 - Nov 2013San Francisco, Ca, UsHeavy C++ work on core platform technology. Contributed to the (now open-source) Autowiring framework, built windows service hooks for hotkey activation, built the windows auto-update system for the Leap Motion software package including the ability to do silent updates.Major contributor to the build systems. Refactored CMake and bash based build scripts, assisted with initial setup of automated build servers.Technical Lead for the for the initial Leap Motion desktop experience on windows, assisted with product management on both platforms. Built the NSIS installer script, added localization to the installer and application, integrated various first-run behaviors such as auto update and help prompts.Developed a game from prototype - solved several issues with the physics system, worked with designers to flesh out the experience, and facilitated handoff to an external studio for completion. -
Game Services EngineerOnlive Feb 2011 - Sep 2012Mountain View, Ca, UsIndividually ported & shipped 5+ AAA titles including Batman Arkham City, Darksiders 2, and LOTR: War in the North.Worked extensively with external developers on and off-site porting, advocating for the OnLive platform and providing SDK support.Created a multiplayer library using ENET and an internally developed matchmaking service.Collaborated with the SDK team to create, implement, and test new features as well as improve ease of use for existing ones.Worked within tight deadlines and with engineers across continents to ensure critical titles hit their release date.Developed internal tools in Python and C++ to automate as much of the porting process as possible.Wrote porting guidelines, SDK samples, and other additional documentation in collaboration with the rest of Game Services and the SDK teams. -
Associate Developer Support EngineerSony Computer Entertainment America Sep 2009 - Jun 2010San Mateo, California, UsDeveloped a PS3 memory tracking tool to closed beta state working in a team of two. Primarily responsible for building the frontend. Additional responsibilities included designing unit tests, profiling & optimization, and assisting with user testing.Developed a C# framework for gathering and displaying statistics across a time slice with real time responsiveness.Wrote several utility scripts in Python to automatically generate and update Makefiles, C and ASM files to avoid duplicate data.General support of external customers working on PSP and PS3 projects -
Engineering InternSony Computer Entertainment America Jun 2009 - Sep 2009San Mateo, California, UsRevised all PSP sample makefiles to support two separate compilers under DOS, Cygwin, and Linux.Cataloged, verified, revised, pruned and updated PSP setup and reference documentation.Wrote and internally focus tested a new PSP setup guide.Prototyped GUI for a PS3 memory tracker using Windows Forms. Work continued after internship completed. -
Technical LeadGolden Fist Project Team Sep 2008 - Jun 2009Technical Lead for a team of seven developing a game using Valve's Source engine.Provided engine, C++, and tool chain consulting for the team.Prototyped requested features for feasibility and directed implementation.Built the core music-action syncing system, multi stage pixel shaders, animation event scripts, and enemy AI.Reviewed and integrated code from other team members. Set goals for project milestones and assisted with task creation.
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DeveloperNoesis Interactive Nov 2007 - Sep 2008Independently researched, developed, wrote, recorded, and edited two video tutorials.Worked with studio artist to create animated visual aides for the video's abstract concepts.Shipped Source Vehicle Scripting (25 minutes) and Intro to Source Vehicle Programming (2.8 hours).
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Programming InternChronic Logic Jun 2006 - Nov 2007Programming (GUI, Enemy AI & path finding), and PR material editing for a Torque3D based game.
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Tutor/GraderUniversity Of California, Santa Cruz Sep 2005 - Mar 2006Santa Cruz, Ca, UsFor CMPS012B: Intro to Data Structures under Prof. Wesley Mackey.Tutored students during lab sections, assisting with debugging and material comprehension.Graded homework assignments with the assistance of custom developed Perl and Bash scripts.
Walter Gray Skills
Walter Gray Education Details
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University Of California, Santa CruzEast Asian Studies
Frequently Asked Questions about Walter Gray
What company does Walter Gray work for?
Walter Gray works for Zeromatter
What is Walter Gray's role at the current company?
Walter Gray's current role is C++ and Rust Developer.
What is Walter Gray's email address?
Walter Gray's email address is ch****@****ail.com
What is Walter Gray's direct phone number?
Walter Gray's direct phone number is +183151*****
What schools did Walter Gray attend?
Walter Gray attended University Of California, Santa Cruz.
What are some of Walter Gray's interests?
Walter Gray has interest in Interconnected Systems, Health, Charcoal And Pastel Drawing, Chinese, Backpacking, Sustainable Energy Technology, Rock Climbing, Japanese Art And Language, Education, Environment.
What skills is Walter Gray known for?
Walter Gray has skills like C++, Video Games, Python, Opengl, Perforce, Game Programming, Programming, C, Directx, Game Development, C#, Visual Studio.
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