Stewart Miles

Co-founder and CTO at Agentic
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San Francisco, US

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Experience

    • United States
    • Software Development
    • 1 - 100 Employee
    • Co-founder and CTO
      • Jul 2021 - Present

      San Francisco, California, United States Working with a great team to build out a scalable platform that provides AI players as a service for video games.

    • United States
    • Software Development
    • 700 & Above Employee
    • Senior Staff Software Engineer, Google Research
      • Apr 2020 - Jul 2021

      San Francisco, California, United States Lead an engineering team that applied machine learning to games in Google Research. We published our work in https://ai.googleblog.com/2021/06/quickly-training-game-playing-agents.html?m=1 and an example open source project https://github.com/google-research/falken

    • Staff Software Engineer / Manager, Developer Platform + Fun Propulsion Labs
      • Sep 2013 - Apr 2020

      Mountain View, California, United States Lead a team which built: • Cross platform (iOS, Android, Windows, macOS, Linux) tools and technologies for game developers. ◦ Firebase Games Strategy, Design, SDKs, documentation, samples etc. http://firebase.google.com/games ◦ FlatBuffers serialization library: http://github.com/google/flatbuffers ◦ 3D Animation runtime: http://github.com/google/motive ◦ Game math library: http://github.com/google/mathfu ◦ Game platform abstraction layer:… Show more Lead a team which built: • Cross platform (iOS, Android, Windows, macOS, Linux) tools and technologies for game developers. ◦ Firebase Games Strategy, Design, SDKs, documentation, samples etc. http://firebase.google.com/games ◦ FlatBuffers serialization library: http://github.com/google/flatbuffers ◦ 3D Animation runtime: http://github.com/google/motive ◦ Game math library: http://github.com/google/mathfu ◦ Game platform abstraction layer: http://github.com/google/fplbase ◦ 2D fluid simulation: http://github.com/google/liquidfun • Developer focused technologies (e.g the platform that hosts developers.google.com) Drove and authored public outreach for game developer products, for example some of my public work for Firebase: • GDC 2020: https://youtu.be/DeXigwGYh18?t=2403 • GDC 2019: https://youtu.be/5wtlj_q3DjE?t=15039 • GDC 2018: https://youtu.be/79ROM84kZIE?list=PLOU2XLYxmsIIS1jX91rxyDNEXPQ54DrOu • Google I/O 2017: https://youtu.be/WiFgxtvpE1w

    • Staff Software Engineer / Manager, Platforms
      • Aug 2007 - Aug 2013

      Mountain View, California, United States Development of technology for Google's datacenters. http://www.google.com/datacenters Lead a system software development team bringing up new server designs in Google's Datacenters. • Low level x86 development. • Hardware bring up (BIOS and systems software) in collaboration with hardware design engineers on new platforms. • Platform qualification tools and processes. • Monitoring of platforms after delivery to production.

    • Senior Engineer
      • Aug 2005 - Aug 2007

      Worked on the following games: X-Men : The Official Game: https://en.wikipedia.org/wiki/X-Men:_The_Official_Game • Lead audio development team. • Cross platform (PlayStation2, Xbox 360) audio engine design & implementation. • Built design tools for audio integration by the design team. • Audio editing and conversion tools for the audio team. Enemy Territory : Quake Wars PS3 https://en.wikipedia.org/wiki/Enemy_Territory:_Quake_Wars • Automated texture optimization to… Show more Worked on the following games: X-Men : The Official Game: https://en.wikipedia.org/wiki/X-Men:_The_Official_Game • Lead audio development team. • Cross platform (PlayStation2, Xbox 360) audio engine design & implementation. • Built design tools for audio integration by the design team. • Audio editing and conversion tools for the audio team. Enemy Territory : Quake Wars PS3 https://en.wikipedia.org/wiki/Enemy_Territory:_Quake_Wars • Automated texture optimization to reduce load times. • Memory management optimization. • Audio implementation for PlayStation3. • Voice chat implementation on PlayStation3 SPUs. Show less

    • Computer Games
    • 1 - 100 Employee
    • Programmer
      • Jun 2003 - Aug 2005

      Worked on the following games: StarWars Battlefront: https://en.wikipedia.org/wiki/Star_Wars:_Battlefront#Star_Wars:_Battlefront • Built and integrated cross platform (PlayStation2, Xbox, PC) audio engine • Optimized memory management and I/O subsystems across the game. • Sound design for initial demos and mixing with Nick Peck (audio director) • Cross platform (PlayStation2, Xbox, PC) voice chat implementation, mixing, codec implementation, reliable UDP networking etc. •… Show more Worked on the following games: StarWars Battlefront: https://en.wikipedia.org/wiki/Star_Wars:_Battlefront#Star_Wars:_Battlefront • Built and integrated cross platform (PlayStation2, Xbox, PC) audio engine • Optimized memory management and I/O subsystems across the game. • Sound design for initial demos and mixing with Nick Peck (audio director) • Cross platform (PlayStation2, Xbox, PC) voice chat implementation, mixing, codec implementation, reliable UDP networking etc. • Modeled as the original "Fleet" variant of the Rebel Vanguard https://battlefront.fandom.com/wiki/Rebel_Vanguard StarWars Battlefront II (assistant lead engineer): https://en.wikipedia.org/wiki/Star_Wars:_Battlefront#Star_Wars:_Battlefront_II • Maintained audio engine • Built new dynamic in-game UI system that facilitated live editing by artists / designers. • Implemented flying AI (drives various flying vehicles in the game). Mercenaries: https://en.wikipedia.org/wiki/Mercenaries_(series)#Mercenaries:_Playground_of_Destruction_(2005) • Numerous audio and visual bug fixes to help the game ship. Show less

    • Computer Games
    • 1 - 100 Employee
    • Audio Software Engineer
      • Dec 2000 - May 2003

      Credits for work on the following games: • Airblade (audio engine) • Burnout (audio engine + integration) • Burnout2 (audio engine + integration) Renderware: https://en.wikipedia.org/wiki/RenderWare • Collaborated on the design and implementation of Renderware Audio targeting PlayStation2, Xbox, GameCube and Windows • Implemented tools for encoding optimized files for multichannel streaming audio from optical media.

    • United Kingdom
    • Semiconductor Manufacturing
    • 700 & Above Employee
    • Application Specific Integrated Circuits (ASIC) Engineer
      • Jul 2000 - Nov 2000

      Worked in the PowerVR division on the following ASIC components: • 4 way set associative write back, multi-threaded cache • AES/EBU / SP-DIF output • Sin / cos generator

    • Technology, Information and Internet
    • Database Programmer
      • Mar 1999 - Dec 1999

      Worked on various custom database applications

    • IS Assistant
      • Jul 1998 - Sep 1998

      Information systems administration & asset tracking

Education

  • University of Warwick
    Bsc Hons, Computer Systems Engineering
    1997 - 2000

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