Michael Abrash - Chief Scientist Over the last 30 years, Michael has worked at companies that made graphics hardware, computer-based instrumentation, and rendering software, been the GDI lead for the first couple of versions of Windows NT, worked with John Carmack on Quake, worked on Xbox and Xbox 360, written or co-written at least four software rasterizers (the last one of which, written at RAD Game Tools, turned into Intel’s late, lamented Larrabee project), and worked on VR at Valve. Along the way he wrote a bunch of magazine articles and columns for Dr. Dobb’s Journal, PC Techniques, PC Tech Journal, and Programmer’s Journal, as well as several books. He’s been lucky enough to have more opportunities to work on interesting stuff than he could ever have imagined when he almost failed sixth grade because he spent all his time reading science fiction. He thinks VR is going to be the most interesting project of all.

Volga Aksoy - Senior Software Engineer 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.

JooHyung An - Evangelist Joohyung worked as 3D Architectural visualization designer and VR developer for a few years. He developed “VR Cinema” alone to test its function of virtual reality to provide fantastic experience to the audience. He is developing various VR applications for Oculus and trying to promote the possibility of VR in Korea.

Christian Antkow - Engineer 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 Antonov - Chief Software Architect 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.

Lyle Bainbridge - Hardware Architect 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.

Anusha Balan - Engineer A “controls” freak, who has a thing for AI and robots. Loves hardware as much as software. After playing mastermind of mining plants at Siemens, work on plentiful robots at the RI (CMU), and help surgeons train faster for minimally invasive robotic surgery at Intuitive Surgical, she’s here to create robots that can help test and iterate on designs.

Dean Beeler - Senior Software Engineer Dean is a software engineer jack-of-all-trades with experience developing successful mobile apps along with kernel development.

Michael Berger - General Office Helper Michael hales from northern Ohio where he worked full-time on restoring the interiors of classic automobiles including Rolls-Royce’s and Bentley’s. As these cars placed in international shows, Michael left his humble home and immersed himself in the culture of Ukraine in order to serve a full-time mission for the Church of Jesus Christ of Latter-day Saints. After 2 years of learning the Russian language and making tons of new friends, Michael returned home to California where he spends his free time playing video games, board games, relaxing on the beach, and taking the occasional hike with his family.

Artem Bolgar - Lead Software Engineer 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.

David Borel - Senior Software Engineer 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.

Scott Boyce - Sr. Web Front End Engineer A midwest native, Scott was half of the team responsible for Quake2maX. Before joining Oculus, he was a senior web front end engineer on the Battle.net team at Blizzard Entertainment. As an avid gamer, he is excited about the experiences VR can foster. As a web engineer, he will do whatever he can to deliver those experiences as smoothly as possible to people worldwide.

Ryan Brown - Hardware Architect 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 Calhoun - Platform Engineer 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 - CTO 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.

Hao Chen (Carlos) - Program Manager 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!

Joseph Chen - Product Lead 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.

Rita Chen - Office Manager Born and raised in Taiwan, Rita grew up in a family business surrounded by factories and machining. Before joining her adventure in Oculus, she never imagined that she would once again be associated with factory and plastic injection molding. She is the office manager in China/Livermore offices and part of the engineer/operations team that works with China manufacturer. Being in Oculus takes her back to childhood days memories of being in hot and loud plastic factories. Rita also enjoys travel very much and believes that life is full of unexpected surprises!

Kam Chin - Senior Mechanical Engineer 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.

Lydia Choy - Engineer Lydia’s first experience with VR was at the Carnegie Mellon Stage 3 Research Lab during her undergrad years, working under professor Randy Pausch. She has since worked in both the film and games industries doing programming, art and VFX at Industrial Light + Magic, Electronic Arts Maxis, and Double Fine Productions for the last 14 years. Lydia is very excited to work on VR again.

Eugene Chung - Director, Film & Media Eugene Chung is Director, Film & Media at Oculus. As a filmmaker and investor, he was previously with New Enterprise Associates (NEA), where he focused on venture capital and seed investments in technology companies. Prior to NEA, Eugene worked in film production at Pixar Animation Studios. Earlier in his career, Eugene was a private equity investor at Warburg Pincus and an investment banker at Morgan Stanley. Eugene has written for The Wall Street Journal and Harvard Business Review, and he has been involved with a number of social enterprises and non-profits, such as microfinance in the rural Philippines as well as aid to North Korea. Eugene studied film at NYU’s Tisch School of the Arts, where he geeked out on monochrome movies with little words at the bottom of the screen. He holds an MBA from Harvard Business School where he was a Baker Scholar.

Marshall Cline, PhD - VP Platform Engineering 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 - VP of Mobile 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 Cooper, PhD - Senior Engineer 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.

Raul Corella - Head of Supply Chain Raul has utilized his 20+ years experience in global supply chain operations to launch amazing, disruptive, and game-changing products in the consumer electronics market with companies like BOSE, Monster and Jawbone. He has a passion for developing effective multinational, cross-cultural teams that deliver substantial, relevant results.

Kevin Crawford - Customer Service Lead 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 Davies - Director, Developer Relations 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.

Matthew DeVoe - Senior Hardware Engineer 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.

Scott Dodkins - Marketing and Events Having joined the video games industry during the days of Sony PS1 , Scott who has worked his entire career in Europe, has become an industry veteran . He joined Microprose UK and then after a spell with Hasbro Interactive with hits like Frogger and Roller Coaster Tycoon , Scott moved to be Snr VP Europe for Activision lauching Call of Duty. From Activsion, Scott went on to run Eidos Europe in London and then formed his own consultancy business in 2009 where he helps US companies enter Europe devising “go to market ” strategies and implementing them. Scott has two daugthers at college and with any free time he likes use his boat on the River Thames with wife, Georgina.

Blake Dugandzic - Front End Web Engineer 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 Dycus - Junior Hardware Engineer 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.

David Dykes - Senior Manufacturing Manager 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.

Gayan Ediriweera - Software Engineer Gayan has a passion for using technology to create new kinds of games, applications and experiences. His work in the games industry has included roles on the Half-Life 2 mod Mentality, the space sim Elite: Dangerous and the experimental Kinect game NBA Baller Beats. Outside of work, Gayan enjoys nature, travel and salsa dancing.

Cass Everitt - Engineer Cass got a degree in EE and then promptly never used any of it. Except the math – that is always useful. Instead he started writing 3D graphics software in 1993 and sort of never stopped except to do 3D graphics hardware design at NVIDIA.

Ian Field - Computer Engineer Ian is an embedded developer focused on microcontroller software and digital logic. He worked at ARM for 15 years developing technologies now used at Oculus VR to create the future.

Matt Ford - Designer 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 Forsyth - Software Architect 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.

Laura Fryer - General Manager Laura loves to make cool things with interesting people, so she is delighted to be part of the Redmond R&D group. Before joining Oculus, Laura helped make Microsoft Game Studios, Xbox, Xbox 360, Xbox Live, XNA, the Gears of War franchise, Epic Games Seattle, WB Games Seattle, Zoo Tycoon, and Crimson Skies. It was all hugely fun, but not as hugely, mindbogglingly fun as making virtual reality real.

Peter Giokaris - Senior Software Engineer 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 Greenspan - Production and Operations 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.

Simon Hallam - Senior Software Engineer 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 Hammerstein - Mechanical Engineering Intern 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.

Tom Heath - Senior Software Engineer Tom has two decades experience in the games industry, running his own development company, as well as key software and management roles at Activision, Sony, Electronics Arts, PDP and Travellers Tales. With specific expertise in rapid prototyping of gameplay concepts, and innovation with new technology, Tom also holds a Masters degree from Oxford in computation, and a 1st class degree in mathematics. Having a huge passion for VR, he considers working for Oculus as his perfect role!

Andres Hernandez - Community Manager 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.

Brian Hook - Engineer Brian joins us from RAD Game Tools, where he was the lead engineer on the Telemetry profiling system. Brian has also worked at 3D Realms, Sony Online, id software, Silicon Graphics, and 3Dfx Interactive. He has been involved in two major industry disruptions already — 3D graphics hardware and online multiplayer gaming — and hopes to contribute to a third one: VR. He is the author of two books, Building a 3D Game Engine in C++ and Write Portable Code. Brian is a purple belt in Brazilian jiu-jitsu and also enjoys electronic music production.

Matt Hooper - Director of Development Involved with interactive software development for over two decades, Matt brings knowledge ranging from the pixel pushing days of the early nineties all the way through modern cutting edge 3d graphics. From 20 years of PC development to the latest consoles and now the Rift he has and continues to push creativity on the latest hardware while maintaining a practical application. Starting with early community driven content development, the spectrum of his work spans over a dozen titles from mobile to AAA blockbuster games as a designer, producer, and creative director. Before joining Oculus Matt spent time with several companies including co-founding his own game company while working with many different publishers and industry partners. For the last decade he has worked at id Software helping develop titles internally as well as working with external teams with creative direction and technology rollouts. With a background in engineering and a strong desire to be part of the next big thing it was a natural fit for Matt and Oculus.

Davelene Hopoate - Recruiter/Coordinator 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.

Alex Howland - Release Engineer 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 Iribe - CEO 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 - Senior Software Engineer 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.