John Byrd
Director of Software at Sonance- Claim this Profile
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Bio
Scott Foe
They say it’s much easier to be critical than it is to be correct: Well, the life John Byrd lives must be impossible, because John Byrd is always correct. He’s Harvard educated and Games Industry hardened – a leader, a businessman, a technologist – in short, a true executive, and you will want to work with him.
Scott Foe
They say it’s much easier to be critical than it is to be correct: Well, the life John Byrd lives must be impossible, because John Byrd is always correct. He’s Harvard educated and Games Industry hardened – a leader, a businessman, a technologist – in short, a true executive, and you will want to work with him.
Scott Foe
They say it’s much easier to be critical than it is to be correct: Well, the life John Byrd lives must be impossible, because John Byrd is always correct. He’s Harvard educated and Games Industry hardened – a leader, a businessman, a technologist – in short, a true executive, and you will want to work with him.
Scott Foe
They say it’s much easier to be critical than it is to be correct: Well, the life John Byrd lives must be impossible, because John Byrd is always correct. He’s Harvard educated and Games Industry hardened – a leader, a businessman, a technologist – in short, a true executive, and you will want to work with him.
Experience
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Sonance
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United States
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Consumer Electronics
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100 - 200 Employee
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Director of Software
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Aug 2021 - Present
First software hire for the company. Interviewed and hired engineers to create next-generation audio products and services. First software hire for the company. Interviewed and hired engineers to create next-generation audio products and services.
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Gigantic Software
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United States
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Software Development
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CEO
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Sep 2006 - Present
Founded company. Made and sold audio middleware and tools. Customers include Sony, Disney, Technicolor, Konami, Electronic Arts. Completed console license agreements with Sony, Microsoft and Nintendo. Wrote novel DSP code and tools for next-generation consoles. Millions of copies of games sold using company’s technology. Successfully filed patents on new technology. Gave multiple talks at Game Developer Conference and Audio Engineering Society national conferences. Invited speaker at USC’s Interactive Media and Games Division. Quora Top Writer on software development, averaging over 100k views per month. Show less
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CRI Middleware
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Software Development
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1 - 100 Employee
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Chief Operating Officer
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Jun 2002 - Oct 2006
Founded US division. Sold CRI’s audio middleware products, originally developed by SEGA-AM2, into US markets. Cultivated leads, demonstrated products, answered deep technical questions, and negotiated contracts and payment schedules with most major US game publishers. Built profitable business in under three years. Founded US division. Sold CRI’s audio middleware products, originally developed by SEGA-AM2, into US markets. Cultivated leads, demonstrated products, answered deep technical questions, and negotiated contracts and payment schedules with most major US game publishers. Built profitable business in under three years.
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Electronic Arts (EA)
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United States
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Entertainment Providers
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700 & Above Employee
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Senior Project Manager
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2002 - 2002
Tasked and scheduled 61 artists, engineers and production personnel for Freekstyle, an AAA action-sports game. Triaged and assigned bugs; managed master game schedule. Tasked and scheduled 61 artists, engineers and production personnel for Freekstyle, an AAA action-sports game. Triaged and assigned bugs; managed master game schedule.
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Sega of America, Inc.
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United States
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Computer Games
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200 - 300 Employee
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Director of Development Technology
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1997 - 2001
Created the Sega Dreamcast (Katana) SDK. Managed development, integration and testing for several Dreamcast core libraries and tools. Managed North American developer technical support; supervised Web-based support system. Built long-term relationships with developers and partner companies. Coached and helped grow engineers and non-technical employees. Full-time staff of thirteen. Created the Sega Dreamcast (Katana) SDK. Managed development, integration and testing for several Dreamcast core libraries and tools. Managed North American developer technical support; supervised Web-based support system. Built long-term relationships with developers and partner companies. Coached and helped grow engineers and non-technical employees. Full-time staff of thirteen.
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The 3DO Company
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Computers and Electronics Manufacturing
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Senior Engineer
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1993 - 1997
Wrote and taught courses at 3DO University, including the first-ever professional curriculum for game audio. Wrote code and provided other technical assistance for Windows, M2 and 3DO development teams. Developed demo programs and content for 3DO system software. Wrote installers for multiple PC games. Wrote and taught courses at 3DO University, including the first-ever professional curriculum for game audio. Wrote code and provided other technical assistance for Windows, M2 and 3DO development teams. Developed demo programs and content for 3DO system software. Wrote installers for multiple PC games.
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Education
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Harvard College
AB, Computer Science