# Walter Gray > C++ and Rust Developer Location: Berkeley, California, United States Profile: https://flows.cv/waltergray I'm a Software engineer with a strong background in C++, and a history of working on games and desktop software of all kinds. A small smattering of things I've worked on: API design, networking, Windows security workarounds, Library management, build automation, cross platform installer generation, and porting to C++11/14. Basically, I work on whatever needs doing and thrive in an environment where there's a lot to learn. I would like to contribute to projects that help change things in the physical world - Reducing resource usage, analyzing scientific data, or just making tools that empower people around me. I get the job done with as little ego as I can. ## Work Experience ### Staff Software Engineer @ Zeromatter Jan 2024 – Present ### Staff Software Engineer @ Tesla Jan 2022 – Jan 2024 ### Senior Software Engineer @ Cruise Automation Jan 2018 – Jan 2022 | San Francisco Bay Area ### Engineering Manager @ Leap Motion Jan 2015 – Jan 2018 Manager of an interdisciplinary team of 8 responsible for hardware, firmware, and control software. Created & produced production ready stereoscopic camera module with ~180 degree FOV, a novel calibration solution, and custom XUs to enable self-describing variants. Prototyping, architecture & development for next generation modules with on-board tracking. ### Senior Software Engineer @ Leap Motion Jan 2013 – Jan 2015 | San Francisco, CA Several major internal refactors resulting in dramatically more readable and testable code. Experimentally integrated Halide using AoT compilation, created CMake scripts to make using it relatively fool-proof, and ported several existing operations (blur, scale, ect) with performance matching the original hand-tuned SSE instructions. Developed CMake standards, and a (now open-source) suite of modules to make using them easier and more concise. Made heavy use of the interface targets concept introduced in CMake 3.0, as well as the find_package functionality and CPack to drastically improve maintainability. Technical Lead for a cross platform internal project with a team of 5. Helped educate junior developers, worked with product designers to create a flexible architecture to handle a range of possible requirements. Worked on proof-of-concept tasks for a particular VR use case. ### Software Engineer @ Leap Motion Jan 2012 – Jan 2013 | San Francisco, CA Heavy C++ work on core platform technology. Contributed to the (now open-source) Autowiring framework, built windows service hooks for hotkey activation, built the windows auto-update system for the Leap Motion software package including the ability to do silent updates. Major contributor to the build systems. Refactored CMake and bash based build scripts, assisted with initial setup of automated build servers. Technical Lead for the for the initial Leap Motion desktop experience on windows, assisted with product management on both platforms. Built the NSIS installer script, added localization to the installer and application, integrated various first-run behaviors such as auto update and help prompts. Developed a game from prototype - solved several issues with the physics system, worked with designers to flesh out the experience, and facilitated handoff to an external studio for completion. ### Game Services Engineer @ OnLive Jan 2011 – Jan 2012 | Palo Alto, CA Individually ported & shipped 5+ AAA titles including Batman Arkham City, Darksiders 2, and LOTR: War in the North. Worked extensively with external developers on and off-site porting, advocating for the OnLive platform and providing SDK support. Created a multiplayer library using ENET and an internally developed matchmaking service. Collaborated with the SDK team to create, implement, and test new features as well as improve ease of use for existing ones. Worked within tight deadlines and with engineers across continents to ensure critical titles hit their release date. Developed internal tools in Python and C++ to automate as much of the porting process as possible. Wrote porting guidelines, SDK samples, and other additional documentation in collaboration with the rest of Game Services and the SDK teams. ### Associate Developer Support Engineer @ Sony Computer Entertainment America Jan 2009 – Jan 2010 | Foster City, CA Developed a PS3 memory tracking tool to closed beta state working in a team of two. Primarily responsible for building the frontend. Additional responsibilities included designing unit tests, profiling & optimization, and assisting with user testing. Developed a C# framework for gathering and displaying statistics across a time slice with real time responsiveness. Wrote several utility scripts in Python to automatically generate and update Makefiles, C and ASM files to avoid duplicate data. General support of external customers working on PSP and PS3 projects ### Engineering Intern @ Sony Computer Entertainment America Jan 2009 – Jan 2009 | Foster City, CA Revised all PSP sample makefiles to support two separate compilers under DOS, Cygwin, and Linux. Cataloged, verified, revised, pruned and updated PSP setup and reference documentation. Wrote and internally focus tested a new PSP setup guide. Prototyped GUI for a PS3 memory tracker using Windows Forms. Work continued after internship completed. ### Technical Lead @ Golden Fist Project Team Jan 2008 – Jan 2009 Technical Lead for a team of seven developing a game using Valve's Source engine. Provided engine, C++, and tool chain consulting for the team. Prototyped requested features for feasibility and directed implementation. Built the core music-action syncing system, multi stage pixel shaders, animation event scripts, and enemy AI. Reviewed and integrated code from other team members. Set goals for project milestones and assisted with task creation. ### Developer @ Noesis Interactive Jan 2007 – Jan 2008 Independently researched, developed, wrote, recorded, and edited two video tutorials. Worked with studio artist to create animated visual aides for the video's abstract concepts. Shipped Source Vehicle Scripting (25 minutes) and Intro to Source Vehicle Programming (2.8 hours). ### Programming Intern @ Chronic Logic Jan 2006 – Jan 2007 Programming (GUI, Enemy AI & path finding), and PR material editing for a Torque3D based game. ### Tutor/Grader @ University of California, Santa Cruz Jan 2005 – Jan 2006 For CMPS012B: Intro to Data Structures under Prof. Wesley Mackey. Tutored students during lab sections, assisting with debugging and material comprehension. Graded homework assignments with the assistance of custom developed Perl and Bash scripts. ## Education ### BS in Computer Game Design, East Asian Studies University of California, Santa Cruz ## Contact & Social - LinkedIn: https://linkedin.com/in/yeswalrus - Website: https://github.com/yeswalrus --- Source: https://flows.cv/waltergray JSON Resume: https://flows.cv/waltergray/resume.json Last updated: 2026-04-01