Brenden Tennant

Brenden Tennant

Principal Engineer

Research and development, real-time systems, engines and platforms, AR and sensor fusion

Dallas–Fort Worth, TexasRemote preferred, open to onsite and hybrid

I architect the layers other engineers build on — game engines, kernels, cross-platform audio stacks, memory and threading systems, and real-time AR tracking pipelines. Twenty-eight years of it, shipped across fourteen hardware platforms.

Most recently I founded the R&D function at Overmatch and ran it end to end, and owned the physical object tracking behind FATS AR — the augmented-reality training product now sold through Inveris Training Solutions, and the capability that product depends on.

Object tracking for FATS AR

Overmatch · 2021–2026

Tracking a physically held object inside an AR scenario, accurately enough to train against. I designed successive OptiTrack head-mounted camera rigs, then wrote the micro-PC software that consumed OptiTrack rigid-body output, applied the camera-rig extrinsics, and transformed it into headset space for motion compensation and prediction on-headset.

Keeping the transform stage off-headset was a deliberate call. It meant the later Magic Leap 1 to Magic Leap 2 platform transition was largely transparent — a migration that would otherwise have landed squarely on the tracking pipeline.

From 400 KB to 28 KB

Paradigm Entertainment · 1998–2009

Replaced the SGI/Nintendo N64 audio stack with a custom implementation that cut the audio memory footprint from roughly 400 KB — about ten percent of the machine’s total RAM — down to 28 KB.

A generation later on PlayStation 2, the same constraints produced an audio compression format reaching 5:1 at seven clock cycles per sample to decompress on the IOP.

The allocator under a decade of shipped titles

Paradigm Entertainment, later Gearbox Software · 1998–2016

I architected the technology engine’s systems layers from scratch — memory, threading, file I/O, background streaming, audio, hardware-accelerated math, asset conditioning, and the profiling and debugging toolchain. At the base of it sat an allocator with pointer-sized overhead and O(1) behavior on most operations.

Fragmentation stayed down across a decade of shipping titles. Years later at Gearbox I replaced memory management on Battleborn with a custom allocator on the same principles, cutting fragmentation and improving processing performance.

A video codec that ran inside the frame budget

Terminal Reality · 2009–2012

Def Jam Rapstar recorded the player through a camera peripheral while the game was running. I designed and implemented a real-time video codec from scratch to compress that video live during gameplay, alongside the complete audio processing pipeline — effects, signal analysis, and the microphone analysis that drove scoring.

Compression, capture, and gameplay sharing one frame budget, on 2010 console hardware.

Occlusion against a door that moves

Overmatch · 2021–2026

Static spatial mapping cannot occlude a virtual entity behind a real door that is swinging, because the map was captured before the door moved. I designed a door-angle sensor and its firmware so the geometry reported itself in real time.

A sensing problem solved with a sensor rather than with more computer vision. It was one piece of OM Gadgets, the full-stack platform I architected for instrumenting and tracking physical objects in real time — hardware, firmware, and software, end to end.

One AR session across many headsets

Magic Leap Horizons · 2018–2021

Shared co-located AR: several people in one physical room, in one session, seeing the same virtual objects in the same places. Underneath it is a distributed state and spatial-alignment problem. I also integrated thermal imaging into Magic Leap’s AR stack and authored a physical object tracking library for registering real-world objects into AR.

This work sat on the team bidding the U.S. Army IVAS program, where I led prototype development on the Magic Leap 1 platform.

Sensor fusion and tracking
OptiTrack optical motion capture, rigid-body tracking, extrinsic calibration, coordinate-frame transformation, motion compensation and prediction, thermal imaging, stereo cameras, real-time instrumentation
AR and XR
Magic Leap 1 and 2, head-mounted sensor arrays, AR object registration, dynamic occlusion, shared co-located AR sessions
Systems and performance
Engine and runtime architecture from scratch, custom allocators and fragmentation control, threading primitives, background streaming, real-time codecs, cross-platform abstraction, SIMD via SSE/AVX/VMX
Hardware and embedded
Microcontroller firmware, sensor instrumentation, custom peripherals, breadboard-to-PCB prototyping, mechanical design in Autodesk Fusion, CNC and additive fabrication, full-stack hardware-to-software platforms
Languages and tooling
C, C++, managed C++, C#, x86 and MIPS assembly; Unreal Engine 4, Unity, WPF and Windows Forms tool frameworks, Visual Studio build and platform integration
AI-assisted development
Agentic coding tools integrated into daily practice as a force multiplier while running R&D as a team of one

A personal C#/.NET framework in continuous development since 2021, now 207 projects spanning audio, graphics, concurrency, networking, and tooling. It is where I work out ideas at length and without a deadline.

  • A plugin runtime with hot reload on collectible assembly load contexts — byte-loaded so files never lock, generation-based compile-before-swap so a failed build cannot dislodge the running generation, and a teardown ledger that traces a context refusing to unload back to the binding pinning it.
  • A DAW-class audio stack across 36 projects: ASIO, VST3 and CLAP plugin hosting, HRTF and spatial rendering, MIDI 2.0, OSC control surfaces, synthesis and voicing.

A home lab backs it — mechanical design in Autodesk Fusion, 3D printing, a self-built CNC machine, an electronics bench, and microcontroller development boards. It was used in production at Overmatch, where hardware was built and validated here before office iteration. The current build is a pinball machine from scratch, playfield mechanics through embedded control.

brenden@brendentennant.com

A full resume is available on request. The work history and the shipped titles behind it are on the experience page.