Brenden Tennant

Experience

Twenty-eight years across R&D, engine and platform architecture, AR and sensor systems, and nineteen shipped titles.

Principal Software Engineer, R&D and Prototyping — Overmatch

2021–2026
  • Founded the company’s R&D function and ran it end to end, taking open product questions through to working systems and deciding on evidence what was worth committing development resources to.
  • Owned physical object tracking for FATS AR. 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. Because the transform stage ran off-headset, the later Magic Leap 1 to Magic Leap 2 platform transition was largely transparent.
  • Architected and built OM Gadgets, a full-stack platform for instrumenting and tracking physical objects in real time — hardware, firmware, and software, end to end.
  • Designed prototype sensing devices and their firmware, including a door-angle sensor that let virtual entities be occluded correctly behind a real door as it swung — dynamic occlusion against a moving physical object, which static spatial mapping does not solve.
  • Ran a build-at-home, iterate-in-office hardware cycle that kept fabrication and rework off the team’s critical path.

Lead Software Engineer — Magic Leap Horizons

2018–2021

Magic Leap’s defense-focused arm, formed to pursue U.S. military AR programs.

  • Led prototype development on the team bidding the U.S. Army IVAS program, building headset augmentations on the Magic Leap 1 platform.
  • Delivered high-precision object tracking, custom peripheral input devices, and AR scenario systems for military training.
  • Integrated thermal imaging into Magic Leap’s AR stack and authored a physical object tracking library for registering real-world objects into AR.
  • Solved shared co-located AR — a single session across multiple headsets in one physical space, a distributed state and spatial-alignment problem.

Programmer — Robot Entertainment

2016–2018
  • Designed a first-person procedural level generation system in Unreal Engine 4, and an MVVM UI framework layered over Unity’s UI system.
  • Owned UI and level management on an unreleased Unity project; supported tools and production on Orcs Must Die: Unchained.

Programmer, Platform Specialist — Gearbox Software

2013–2016
  • Owned the studio-wide low-level library suite: platform abstraction, memory management, threading primitives, debug networking, containers, concurrent processing, and unit testing.
  • Replaced memory management on Battleborn with a custom allocator that cut fragmentation and improved processing performance, and delivered a tool suite for inspecting high-volume gameplay event streams.

Principal Programmer — Terminal Reality

2009–2012
  • Designed and implemented a real-time video codec from scratch that compressed camera-peripheral video live during gameplay, plus the complete audio processing pipeline — effects, signal analysis, and microphone analysis for scoring, on Def Jam Rapstar.
  • Owned the Rancor Rampage mode of Kinect: Star Wars — fully destructible levels driven by a cause-and-effect event-chain scoring system, under hard memory and performance budgets.
  • Delivered a full PlayStation 3 platform implementation, integrated tools and build processes into Visual Studio, and owned the Wii U port and performance optimization of The Walking Dead: Survival Instinct.
  • Mentored engineers across three shipped projects.

Senior Software Engineer III — Paradigm Entertainment, THQ

1998–2009
  • 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 — along with the pluggable DCC conversion pipeline, asset database, and level editor implemented in .NET.
  • Set the coding standards for those systems and personally reviewed all memory, threading, file I/O, audio, and asset conditioning work produced by the studio.
  • Designed the memory allocator at the base of it — pointer-sized overhead, O(1) behavior on most operations, and fragmentation held down across a decade of shipping titles.
  • Replaced the SGI/Nintendo N64 audio stack with a custom implementation that cut the audio memory footprint from roughly 400 KB to 28 KB, and designed a PlayStation 2 audio compression format achieving 5:1 compression at seven clock cycles per sample to decompress on the IOP.
  • Drove memory, shader, and CPU optimization across Stuntman: Ignition, BattleZone, Terminator 3, and Mission: Impossible — Operation Surma, including collision routines rewritten in Xbox assembly for a 100x speedup and VU microcode optimization on PS2.

Software Engineer — Paradigm Simulation

1997–1998
  • Maintained AudioWorks2, a real-time audio simulation product, and completed a tank simulator built for Krauss-Maffei, the German defense manufacturer.

FATS AR object tracking

Overmatch, for Inveris Training Solutions · 2021-2026

Physical object tracking on Magic Leap 1 and 2. Shipping product.

OM Gadgets

Overmatch · 2021-2026

Full-stack platform for instrumenting and tracking physical objects in real time. Hardware, firmware, and software.

U.S. Army IVAS program bid prototype

Magic Leap Horizons · 2018-2021

Headset augmentations, peripheral input devices, and AR scenario systems on Magic Leap 1.

Krauss-Maffei tank simulator

Paradigm Simulation · 1997-1998

Training simulator for the German defense manufacturer.

AudioWorks2

Paradigm Simulation · 1997-1998

Real-time audio simulation product.

2016

Battleborn

PS4, Xbox One, PC · Gearbox Software

Replaced memory management with a custom allocator that cut fragmentation and improved processing performance. Delivered a tool suite for tracking and inspecting high-volume gameplay event streams, and lightweight threading primitives for the studio's multithreading effort.

2015

Borderlands: The Handsome Collection

PS4, Xbox One · Gearbox Software

Studio-wide low-level library suite: platform abstraction, memory, threading, containers, debug networking.

2014

Borderlands: The Pre-Sequel

PS3, Xbox 360, PC · Gearbox Software

Studio-wide low-level library suite, and a C#/WPF tool framework supporting the new-generation platforms.

2012

Kinect: Star Wars

Xbox 360 · Terminal Reality

Owned the Rancor Rampage mode — fully destructible levels driven by a scoring system that tracked cause-and-effect event chains across the world as play progressed, under hard memory and performance budgets.

2010

Def Jam Rapstar

Xbox 360, PS3, Wii · Terminal Reality

A real-time video codec written from scratch, compressing camera-peripheral video live while the game ran. Also the complete audio processing pipeline — effects and signal analysis — plus microphone analysis and lyric-comparison scoring, and server-side media conversion.

2007

Stuntman: Ignition

PS2, PS3, Xbox 360 · Paradigm Entertainment

Skeletal game architecture, and libraries for memory management, accelerated math, streaming, controller input, profiling and debugging. Heavy PS2 memory optimization — fitting an Xbox 360 game into a PS2 is not easy.

2006

BattleZone

PSP · Paradigm Entertainment

The memory management system, plus memory and CPU optimization.

2004

Terminator 3: The Redemption

PS2, Xbox, GameCube · Paradigm Entertainment

Audio system and optimization. Extended the rendering engine to support streamed visual assets, and built new profiling tools on the PS2.

2003

Mission: Impossible — Operation Surma

PS2, Xbox, GameCube · Paradigm Entertainment

Audio system, heavy CPU optimization in animation and collision detection, and PS2 VU microcode optimization.

2002

The Terminator: Dawn of Fate

PS2, Xbox · Paradigm Entertainment

Dolby Pro Logic II in the audio system, and collision routines rewritten in Xbox assembly for a speedup of 100x or more.

2002

Big Air Freestyle

GameCube · Paradigm Entertainment

Audio space and playback optimization.

2001

MX Rider

PS2 · Paradigm Entertainment

New engine-playback methods that sharpened the realism of the bikes, and over a thousand announcer phrases reacting to the player.

2001

SpyHunter

PS2, Xbox, Windows · Paradigm Entertainment

A new cross-platform audio engine, with a real-time networking layer for editing and observing the audio engine while it ran. Also the interactive music player in the front end.

2000

Duck Dodgers Starring Daffy Duck

N64 · Paradigm Entertainment

All audio code, on the replacement audio system. Over an hour of audio and several hundred sounds fitted onto the cartridge. Still my favorite project.

2000

Indy Racing 2000

N64 · Paradigm Entertainment

A replacement for the Nintendo-supplied audio system, with Dolby Surround playback.

1999

F-1 World Grand Prix II

N64 · Paradigm Entertainment

Rewrote the proprietary audio libraries of the day for bug-free playback, and expanded the audio capabilities of the first game.

1999

Beetle Adventure Racing!

N64 · Paradigm Entertainment

Music playback support — the project that started the embedded audio work.

  • F-1 World Grand Prix III (N64) — optimization and driver work; ended with the console.
  • Espionage, working title (Xbox 360, PS3, PC) — skeletal game architecture, threading model, and an internal client/server architecture on the new technology engine.

brenden@brendentennant.com

A full resume is available on request.