With a career spanning over a decade in the video game industry, Volga held various roles developing sports games at Electronic Arts. Specializing in real-time graphics and photo-realistic rendering, he has contributed to some of the most compelling and cutting-edge visuals in the industry. As a co-founder of PixelFoundry Games, he likes to utilize his spare time developing Blackspace, while making sure that the Oculus Rift will go above and beyond all expectations.
Originally from Toronto, Canada, Christian moved to Texas in 1997 to work for id Software. He has worn many hats throughout his tenure, ranging from IT support, Level Design and Scripting, to his current love of Sound Design. Christian has a passion for realizing rich, detailed, and immersive audio experiences and is excited to be working with audio in VR. In his spare time, he's an avid PC gamer, involved with Bitcoin, and keeps threatening to release an album of his own music (Eletronic/Industrial and Techno) should he ever find some spare time.
Michael was co-founder and CTO of Scaleform, the #1 user interface (UI) technology provider in the video game market, which was acquired by Autodesk in March 2011. At Scaleform, he was the lead architect of the Scaleform GFx hardware-accelerated Flash vector graphics engine. Michael is an expert in complex multi-threaded architecture, computer graphics, programming language design, and engineering management.
Originally from New Zealand, Lyle resides in Minneapolis where he has been a consulting electrical and software engineer for 20 years, designing medical devices, instrumentation, sports and fitness sensors and mobile devices for major manufacturers as well as technology startups. Lyle is responsible for Oculus Rift hardware architecture, electrical design and firmware development.
Dean is a software engineer jack-of-all-trades with experience developing successful mobile apps along with kernel development.
Artem worked at Scaleform and Autodesk on GFx project as a core engineer. Originally from Russia, Yaroslavl, he started programming on Assembly i8080 language at the age 13 back in 80's. These days Artem is working on various pieces of SDK for Oculus Rift.
Dave is a programmer from the Bay Area who has worked in real-time 3D for nearly a decade. Before that, he obsessed over the same and did schoolwork on the East coast. Some of his interests include rendering algorithms, computer architecture, physical simulation, and sound. He has helped ship (and occasionally led) a variety of projects at zSpace, Havok, and NVIDIA. He also enjoys hiking, playing music, and reading.
Ryan grew up in Nebraska, surviving frigid winters playing Kings Quest on his Apple IIgs. After a close call with a tree ended his nascent rally racing career, he studied electrical engineering at Texas A&M University. Ryan spent the last 12 years developing reconfigurable measurement systems as a hardware architect at National Instruments. When he's not synchronizing digital systems or squeezing performance out of FPGAs, you can find him exploring the outdoors, wrenching on a project car or experimenting with CNC fabrication - rarely all three at the same time.
Boone is best known within the Oculus community for creating the popular RiftCoaster demo. He was an early adopter of the Rift developer kit, which he used to create numerous hobby projects. While writing software for the Rift as a hobby, he was writing software for Amazon as his day job. Joining Oculus has allowed him to combine his greatest passions and he couldn't be happier here! When not working, he loves using really big lenses to take photographs of really small things (macro photography) and watches a ton of Star Trek. He hasn't stopped working on hobby projects; it's just too much fun!
John Carmack, co-founder of id Software, is a renowned luminary who has altered the landscape of multiple industries. He has pioneered the adoption of several computer graphic techniques used today, including binary space partitioning, light mapping, tangent space bump-mapping, and megatexturing. John was inducted into the Academy of Interactive Arts and Sciences' Hall of Fame in 2001, awarded two Emmy® awards for his work in graphics technology in 2006 and 2007, and received a Lifetime Achievement Award from the GDC in 2010.
Carlos grew up in Shanghai, China. He had a Bachelor degree of Computer Science from Shanghai and a Master's dgree from University of Texas at Austin. Before joining Oculus, Carlos has worked in software industry for more than 10 years, focusing on Business Intelligence and commerce platform. Outside of work, Carlos is a big soccer fan, he loves travelling and enjoy seeing the natual beauty around the world!
Joe comes to Oculus with a background in technology and consumer electronics, most recently working with augmented reality in non-gaming applications. A tinkerer at heart, he has also launched and shipped his own Kickstarter campaign. With engineering and business degrees, Joe covers a lot of ground in a variety of roles that range from manufacturing to marketing.
Kam is focused on mechanical design, product development and support manufacturing at Oculus. He earned his BS Engineering degree from California State Polytechnic University, Pomona and emphasized in mechanical design to manufacturing. He has over 10 years of experience in the consumer electronics industry. He previously led projects from design to manufacturing at Western Digital, Kingston Technology, and Mitsubishi Electronics. Kam started his engineering career in aerospace industry and worked for McDonnell Douglas as associate engineer for International Space Station (ISSA program). When Kam has free time, he enjoys biking with his family, cooking, and outdoors.
Marshall Cline is a technologist with twenty-five years experience and leadership in both entrepreneurial companies and large projects with person-centuries effort, 9-figure budgets, hundreds of developers, and dozens of teams. He is primary author of the C++ FAQ on the web and published by a major technical publisher in two editions, an early contributor to Design Patterns with novel Design Patterns and an acknowledgement in the GoF Preface, author or co-author of technical articles, contributor to technical books, speaker with an international reputation and hundreds of speaking engagements, and is referenced in tens of thousands of websites. He held technical lead roles in a project that was at the time the world's largest successful OO project ever, plus webscale projects in both the private and public sectors. Cline has served as Guest Editor for international associations and Principal Voting Member of two national and international standardization efforts. He received the Ph.D. from Clarkson University.
Max Cohen, a lifelong Duke Blue Devils fan, moved to sunny California to work at Lockheed Martin's "Skunk Works" and never wanted to leave. He lived in Shanghai while studying Mandarin, traveled the world as a consultant with McKinsey, got his MBA from Harvard Business School, and built products at Google in Venice. With Oculus VR in Irvine, he's ready to help manifest virtual worlds and experiences that previously have only been the product of our imaginations.
Lee is an engineer and inventor. After receiving a PhD in Computer Science in the UK, he moved to the US in 1998 and worked in the video games industry in Southern California at The Collective, Electronic Arts, and Reflexive Entertainment. Before joining Oculus he worked at Amazon for several years. Lee focuses on the SDK, R&D, and systems integration.
Kevin currently leads the Customer Service group here at Oculus VR and is dedicated to ensuring excellent customer experiences across all contact channels. Kevin has been an avid gamer since the age of the Atari 2600/Commodore 64 and has over a decade of professional video game industry experience spanning Retail, Quality Assurance, Customer Support, Production, Project and Program Management, and large-scale staff management.
Aaron is passionate about virtual worlds and the platforms they run on. His start was at VR pioneer Evans & Sutherland creating flight simulators for the US Navy and NASA. He developed various games and hardware platforms for Tsunami and THQ, and taught at the Art Institute and ASU. At Intel, Aaron focused on game strategy, tools, and developer enabling, and led a human-computer interaction R&D group. He earned his BFA in Industrial Design from BYU, and completed his MBA at ASU.
Born and raised in high society in San Francisco, David studied at the most prestigious schools earning an undergrad degree from Stanford and an MBA from Harvard. David was in on the ground floor at Microsoft, Apple, Cisco, Dell and then moved on to be an early investor at Electronic Arts, Google, Facebook, Groupon, Twitter, Instagram and Snap Chat. When he isn't hanging with the likes of Tiger Woods, George Lucas, and Francis Ford Coppola, David spends his free time golfing at the Olympic Club or over indulging on wine in the Napa Valley. David took the job at Oculus because of a lifelong passion around VR as a way to escape the life described above! ALMOST NONE OF THIS IS TRUE! SF Native, great wife of 30 years, great kids (who both work in gaming), and 15 years of experience at EA making games (Tiger Woods PGA Tour 2002-06 and The Godfather) and finding and working with the best developers in the world (Harmonix, Crytek, EPIC, Valve, id, Respawn, Insomniac - to name a few). He also launched Origin for EA (OK - I know it isn't STEAM but it is a solid #2 and way better than what it was). He excited to be here at Oculus and looking forward to introducing your great achievement to many content partners!
Matt grew up in north Florida before escaping to Atlanta to study electrical engineering at Georgia Tech. After college, he spent 6 years designing FPGA based measurement hardware as a senior engineer at National Instruments. When Matt isn't building high speed digital circuits, he enjoys the outdoors, live music, and cooking.
Trained as a Graphic Designer, Blake traveled cross-country from New York to California in order to pursue outdoor action, adventure, and a cozy place where he could push the limits of browser based user experience and front-end performance. Blake has roofed at least 10 hacky sacks since moving to California.
Chris has held an interest in electronics and hardware since the age of five, when he took apart his first vacuum cleaner. He is the resident 3D printer guru and works for Oculus as a prototyper and general engineer, helping to create and refine the Rift hardware.
Dave is focused on product development and HW Manufacturing here at Oculus. A native of Sarnia, Ontario Canada, Dave previously led manufacturing programs at companies including Dell, Microsoft, Motorola and Activision.
Matt grew up in Cincinnati, OH playing video games, sports, and music. Although he never became the rock star he imagined, Matt studied industrial design and wound up creating award-winning products for some of the world’s top brands. He is thrilled to be designing the future of VR with the Oculus team. Outside of Oculus, Matt produces and performs music with his wife, dances (poorly) with his young daughter, and races around the agility course with his tiny fuzzy dog.
Tom has been making polygons on screens since 1982 when he got his first 8-bit computer. Since then he has written graphics card drivers, built 3D engines for games, made animation libraries, and designed rendering HW & SW pipelines. And now he's here to help make polygons on your face.
Peter's desire to escape into a digital universe goes back to being inspired by the original TRON movie as a child. After completing a degree in computer science, Peter immediately jumped into the video game industry as a software engineer. He has worked on many game titles and on numerous platforms, from arcade to console to PC. In his spare time, Peter works on both making and DJ'ing electronic music.
Phil is a gamer at heart. Prior to working at Oculus he worked at Activision Blizzard on Guitar Hero, Call of Duty, and Skylanders. Before that he graduated from Duke University having studied the Metaphysics of Virtual Reality. When he's not at Oculus, Phil enjoys making games in Unity just so he can play them.
After a short stint helping the Star League to defend the frontier against Xur and the Ko-dan Armada, Simon honed his engineering skills as one of Rare's first employees during the late 80's. In the years since, he has run his own indie development studio, and has worked for a multitude of development companies, where he developed a wide range of projects from VR simulations for the international space station, to launch titles on new game console platforms. His creations have garnered awards at the IGF, and the Academy of Interactive Arts and Sciences, but electronics and invention are his primary passion, leading him to launch a successful Kickstarter campaign for his Zen Table project, and then on to his dream job working with Oculus VR where he fights for the users.
Julian is a 4th year mechanical engineering tech student from RIT in Rochester, NY. He is passionate about making things, mechanical, electrical, video games, you name it. His background in retro game console hacking lends itself well to his work at Oculus.
Andres has been a huge virtual reality enthusiast for nearly 20 years, and involved in game development for almost as long. While earning a Bachelor degree in Computer Art, he broke into the game industry, eventually programming dozens of titles for the web. On his spare time he enjoys working with anything 3D; 3D gaming, 3D engines, you name it.
A native to Southern California, Davelene is one of Oculus’ Recruiters and Coordinators. Asides from the excitement of bringing Virtual Reality to the masses, she finds working alongside such passionate people, the most fulfilling. When she is not at HQ or a recruiting event, Davelene can be found spending time with her family, often trying to pry the Rift off of her 2 year old.
Formerly an embedded software engineer working on trains and trucks, Alex has found her love of scripting translates well to release engineering here at Oculus. If it can be automated, she'll find a way! Growing up in upstate New York, the prodigious snowfalls of winter led to many indoor days spent gaming, reading sci-fi, and tinkering. Several years after the insistence that she was "wasting her time with that computer", she graduated from RIT with a degree in Software Engineering. These days, outside of Oculus, she enjoys hardware and software side projects and archery.
Brendan was the Chief Product Officer at Gaikai, the innovative GPU cloud streaming company that was acquired by Sony Computer Entertainment in July 2012. Prior to Gaikai, Brendan spent a decade as co-founder and CEO of Scaleform, the #1 user interface technology provider in the video game market, which was acquired by Autodesk. Under his leadership, the Scaleform SDK was adopted by thousands of video game developers worldwide.
Kevin Jenkins is the author of RakNet, a network library used in hundreds of online games. Alongside many years of running his own company, he has enthusiastically joined Oculus to help change the face of gaming. Hobbies include weightlifting, fitness, and gaming.
Abdullah's first gaming experience was playing Zork with his dad on the early IBM PCs in the physics department of UT Arlington. He went on to earn his Masters in Software Engineering from the same school. He was involved with the launch of the original iPhone and the Kindle Fire and knows that both experiences are about to be blown away by what's in store here at Oculus.
With over 15 years of experience, Steve is an Information Technology veteran with an extremely diverse background. Working for a wide variety of companies in the Video Game, Engineering and Nutraceutical (fusion of Nutrition and Pharmaceutical) industries has given Steve the knowledge and perspective necessary to support and grow Oculus VR. When Steve isn’t in his "Command Center" he can often be found outdoors on the volleyball court or hiking trail.
Dov has a PhD in Computer Science, specializing in robotics, machine learning and computer vision from the University of Massachusetts Amherst, and has been a postdoctoral fellow at Carnegie Mellon University. He is passionate about all aspects of perception and interaction; his goal is to make machines see, understand and interact with the world in a purposeful way.
Gloria graduated from the University of North Texas with a degree in Computer Engineering. She has over 7 years of game industry experience and has helped develop and ship multiple triple-A titles. Prior to joining Oculus, Gloria was an engine programmer working on id Software technology with a focus on rendering and cross-platform development. In her spare time, she works on building an army of robot minions.
Jason comes to Oculus with a solid background in the game industry. He brings a wealth of knowledge from his 14 years of AAA game development and publishing experiences working side-by-side with, and supporting, some of the industry’s top game development studios and publishers. With production, development, press, marketing and QA contributions on various titles created by such companies as: id Software, Splash Damage, Gray Matter Interactive, Raven Software, Infinity Ward, Bethesda Softworks, Activision and Electronic Arts, he maintains a broad range of skills in interactive software development. He is undoubtedly passionate about video games but when he’s not busy getting humbled in online deathmatches, he fancies himself a hobbyist/enthusiast in personal transport technologies and environmental psychology.
Steve grew up in St. Louis, Missouri, spending most of his time in video arcades. The excitement of making his own video games fuelled his interest in learning and kept him out of trouble. With an insatiable appetite for digging into mathematical and scientific challenges, he completed a PhD in Electrical Engineering and worked for two decades as a trend-bucking researcher in the areas of robotics, sensor fusion, planning, and control. He has been a professor at the University of Illinois and Iowa State, and a researcher and lecturer at Stanford. He is most known for introducing the Rapidly exploring Random Tree (RRT) search algorithm. At Oculus, he is fusing his childhood passions with his scientific expertise. He is leading research and development on some of the toughest VR challenges including sensor fusion, magnetic drift correction, and kinematic modelling.
A California native, Caleb (“kay-leb”) is a Software Engineer trapped between worlds. He’s bounced back and forth between hardware and software throughout his career. His tenure includes IBM, BitTorrent, and most recently Google. Now being at Oculus allows him to indulge in his passions for games, graphics, software, and hardware all at once. When he’s not coding, he’s gaming, traveling, exploring, and tinkering.
Brant has 15 years experience in the financial and medical software industry working with real-time data systems, artificial intelligence, and image processing. He is an avid tech hobbyist with an interest in telepresence, computer vision, and VR with a focus on sensors and motion detection.
Palmer is the original founder and designer of the Oculus Rift. Before starting Oculus VR®, Palmer worked as an engineer at USC's Institute for Creative Technologies (ICT) in the Mixed Reality lab, where he contributed to research and development of virtual reality systems and head-mounted displays. Palmer is also known for having the world's largest collection of VR headsets and founding the ModRetro Forums.
Laird is a 20-year veteran of the entertainment industry. Malamed was Sr. Vice President and head of development at Activision Blizzard overseeing software, hardware and manufacturing for products such as Guitar Hero, Call of Duty and Skylanders. Malamed earned a joint BS degree from the Massachusetts Institute of Technology in Aeronautical & Astronautical Engineering and Film & Media Studies. He attended the Graduate School of Cinematic Arts at USC where he is currently an adjunct professor in the Interactive Media Division.
Jack is a hardware engineer and consumer electronics designer. He has over 25 years of experience in the video game industry, working with companies like Atari, RedOctane, Activision, and Microsoft. Jack also is a member of the MEMS Industry Group and a leader in the video game peripheral engineering space.
Bruce started programming ancient computers at age 12, and was professionally programming at age 16. He's been up and down the stack, doing embedded work for fun and database work professionally for years. He goes back and forth between technical and management roles at startups and established companies. Prior to joining Oculus he was managing teams for companies including Sony Network Entertainment and Amazon.com. He's originally from Los Angeles but spent half his career in Silicon Valley. He's an avid board gamer, car enthusiast, and 3d printing hacker.
Nate is a software engineer and a product developer. He was formerly a lead product engineer at Scaleform, the leading user interface solution for the video game industry, which was acquired by Autodesk. Nate specializes in business development and strategy for companies with software/hardware products in the video game industry.
Born and raised in Los Angeles, Chris currently leads the User Experience design for the Oculus Rift. After Art school, Chris developed his design skills working for technology startups and enterprises. His focus is on User Experience design, but has a strong background in User Interface Design and Front-End Development. Chris is also an avid gamer and gadget enthusiast.
Ryan currently leads interactive design for Oculus Rift and focused on maintaining a premium UI/UX experience.
Originally born in South Korea, Sanghee is a User Experience designer focused on creating a seamless product experience across the platform. When she is not drawing flowcharts, she is involved in overseeing usability testing. Prior to joining Oculus VR, Sanghee studied film at UC Berkeley and game design at USC. Sanghee enjoys designing for transparent feedback systems for users, and believes that innovative design for VR should draw inspiration from architecture and philosophy.
Nirav is a high powered mutant: a prototyper, designer, and engineer of hardware. He gave up on a software job at Apple and his open source hardware "company" Adjacent Reality to bring VR to the masses. He architected and programmed the Tracker in the Rift DK, the Latency Tester, and a variety of projects that you'll find out about in the future. When he is not at work, he is thinking about work and where Oculus will be taking you in Virtual Reality.
Yury grew up in Moscow during the last decade of the Soviet empire. He moved to US in 1994, finished his PhD in UPenn, and lived in UK and US since then. Yury's background is in physics, for the last 13 years he was doing research in human vision. Before joining Oculus in October 2013 Yury was a professor in the Northeastern University, where he taught perceptual psychology and studied early visual processing using EEG and psychophysics. He developed several software tools and algorithms used in vision and EEG research, inlcuing a C++ library for experiments in psychophysics (PEACH), an EEG source-localization algorithm (Harmony), and a Matlab library for optical ray tracing (Optometrika). At Oculus Yury does research on perceptual aspects of Rift optics and hardware and on higher-level perceptual aspects of VR such as multi-sensory integration.
As a former member of the Autodesk Scaleform team, JP rose through the ranks from customer support, to QA/automation, and finally to engineering, mainly focusing on the Mobile/Unity rollout for indie developers and hobbyists. JP brings his jack-of-all-trades attitude to the Oculus SDK team where he’ll work on all aspects of the Oculus SDK.
John was the lead Camera Design Engineer at Motion Analysis, the industry leader for 3D passive optical motion capture. He is an Encinitas native and attended UCSC and UCSD. Besides Oculus, John enjoys running, FPGA design, Japanese language study, and the great outdoors.
Kristen is an Orange County transplant from The Great White North. She has ventured between the worlds of Medicine and Real Estate, until finding her home with Oculus. Here, she's excited to be surrounded by such a talented team and looks forward to providing support needed to continue building the future of VR.
Jonathan's initial interest in old game consoles led to the design of full-fledged portable Gamecubes. He brings these self-taught skills to oculus working as an engineer and prototyper.
Matt is currently Director of Mechanical Engineering at Oculus VR where he is leading mechanical engineering and material selection to prepare the Oculus Rift for large scale production and robust consumer usage. Prior to Oculus, Matt was the Engineering Manager for the Military/Defense division at OAKLEY. Matt lead the Military Ballistic Eyewear Team from R&D prototype to full production implementation; successfully integrating and delivering all aspects of the product including advanced technology, wearable design, and design for manufacturability. Early career he worked with or alongside a few great mentors, namely Chip Foose (Overhaul in), Boyd Codington (American Hot Rod TV show). Matt had also implemented and taught companies such as HP, Mattel Toys & Nike in CAD/CAM. Matt's 18 years of product development includes successful projects in medical, aerospace and automotive. Matt being a former student of Fullerton College with emphasis in Manufacturing Technology (CNC-Mold making) and Industrial Design (3D CAD). He also designed and fabricated parts that were on the JPL/NASA "Mars Lunar Lander-Rover".
Nikolay moved across the country from South Florida to join Oculus and is one of the first company's employees. Started programming in the 5th grade back in Russia. Has two BS degrees from South Ural State University and Florida Atlantic University. In his free time enjoys hiking, biking, snowboarding and the nature in general.
Originally from Ohio, Eric studied Electrical Engineering at the University of Toledo, and is excited to explore the many potential intersections of computer vision and virtual reality. He enjoys spending as much time as possible outdoors and briefly considered mountain man as an alternate career choice.
J.M.P. van Waveren studied computer science at Delft University of Technology in the Netherlands. He has been developing technology for computer games for over 15 years and has been instrumental in the research and development of three generations of id Software technology used in a number of triple-A computer games such as: Quake III Arena, Return to Castle Wolfenstein, DOOM 3 and RAGE.
Working for a corporate relocation company for the past 15 years has given Heidi the perspective and experience to manage many of the daily operations at Oculus. She is excited to work with such a passionate and creative team. From her constant efforts to keep the work space organized, the team considers her to be an effective "mom", or even "zookeeper" on some occasions! Outside of work, Heidi enjoys time with her husband and son, especially taking trips up to Northern California to their family's beach house. She also enjoys shopping and networking with her friends.
Jonathan began programming when 16KB of RAM was considered a lot of memory. His interest in drawing and music led him immediately towards graphics and games, which he pursued voraciously until several of his Quake mods helped land him a job at infamous game studio ION Storm in 1997. In 1999 he co-founded game developer Third Law Interactive and has since contributed significantly to first-person shooters like KISS Psycho Circus: The Nightmare Child, DOOM 3 and RAGE in areas from rendering, to physics, to animation, to AI. When not tied to a computer, Jonathan enjoys many hobbies including writing, drawing, composing music, martial arts, piano, and teaching his daughter that she can do anything she puts her mind to.
Richard is an experimental psychologist from the University of Illinois and a lifelong video game and tech nerd. While obtaining his Ph.D., his research interests centered on how your mind uses visual and multisensory information to construct a conscious experience of the world around you. Although he has worked for the Federal Aviation Administration, Motorola Solutions, and Microsoft in the past, Oculus VR is possibly the only company in the world truly interested in all the same things he is. He now spends his days researching ways to make the Rift as comfortable and immersive as possible.
Anna was born and raised in the Soviet Union, in the city of Kharkiv, Ukraine. She spent many long hours during her teen years playing Doom and Heretic with her little brother. Later she knuckled down and got a BS/MS in Mathematical Physics in Ukraine and then a PhD in Computer Science from the University of Illinois at Urbana-Champaign, where she also worked as a Lecturer. She loves 3D math of all sorts, including kinematics, geometry, mechanics, and transformation groups. Her projects at Oculus revolve around the mathematics of mixing sensors with kinematic and dynamical systems. For hobbies she likes swimming, hiking, international travel, yoga, and networking.
Originally from South Korea, Youngshik moved to the UK after graduating college to continue his study of optics. He has a wide range of experience in optical applications including micro-display projectors, 3D displays, cell phone cameras, biometric ID recognition systems, and spectrometers. At Oculus, he enjoys experimenting with new optical architectures and working with cross-functional engineering teams to solve tough challenges.