Pete Isensee

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Executive Engineering Leader

Leads large global teams of software engineers working in high performance computing environments and digital entertainment. Fosters inclusive community with a focus on developing new engineering leaders and people managers, enabling cross-functional collaboration, and creating a culture of engineering excellence.

Leadership: People Management | Developing Leaders | Building Teams | Mentorship | Coaching | Cross-team Collaboration | Coordinating Large Projects | Developer Education | Public Speaking | Documentation | Planning & Strategy | Recruiting & Interviewing | Training | Performance Reviews | Succession Planning

Technical Specialities: Modern C++ | High Performance Code | Performance Analysis | Optimization | Game Engines | Virtual & Augmented Reality | Telemetry & Metrics | Engineering Excellence | Research & Development


Experience

Engineering Director, Meta Reality Labs Research (Oculus Research), Redmond WA, 2016 - 2024

Led global teams of software engineers, research engineers and technical artists. Collaborated with research science leadership to solve core problems and deliver software solutions that made research more productive. Pioneered advanced technologies for AR/VR, turbocharging research capabilities in graphics, audio, optics, displays, sensors, tracking, perception, haptics, and more.


Principal Engineer, HBO Code Labs, Seattle WA, 2014 - 2016

Developed groundbreaking entertainment experiences for global audiences, focused on virtual reality storytelling.


Principal Program Manager, Microsoft Xbox Advanced Technology Group, Redmond WA, 2011 - 2013

Directed Microsoft's game developer education, research & development, support, developer marketing and PR, training, and developer event initiatives for Xbox 360 and Xbox One console developers.


Principal Group Program Manager, Microsoft Game Platform Tools, Redmond WA, 2008 - 2010

Oversaw the delivery of all game development tools and technical documentation for Microsoft platforms.


Principal Development Manager, Microsoft Professional Game Platform, Redmond WA, 2007 - 2008

Led a large team creating the low-level technology used by all Xbox 360 and Windows games.


Development Team Lead, Microsoft Game Developer Connection, Redmond WA, 2006 - 2007

Led a team of software engineers supporting game developers on Xbox 360, Windows and other Microsoft gaming platforms. Team mission: "Game developer support, performance insight and technical illumination."


Lead Software Engineer, Microsoft Xbox Advanced Technology Group, Redmond WA, 2001 - 2006

Led a team of software engineers working on Xbox and Xbox 360 research and development, performance issues, game technology, and tools.


Senior Network Engineer, Emerald City, Bellevue WA, 1999 - 2000

Internet and client-server developer for Emerald City Technologies, creating massively multiplayer 3D games and game technology.


Senior Software Engineer, World Opponent Network (WON.net), Bellevue WA, 1998 - 1999

Internet gaming developer. Enhanced lobby-based entry point for dozens of existing Win32 multiplayer games, used by 10,000+ players daily. Lead developer of the technology for downloading and launching multiplayer games with a single click, initially launched with Hoyle casual card and board games.


Software Design Engineer, HyperBole Studios, Seattle WA, 1994 - 1998

Systems architect of HyperBole’s VirtualCinema high-performance media playback engine. Managed a six-person team. Championed coding conventions and defensive programming techniques. Educated management on the vagaries of software development.


Software Engineer, Peopleware (now EventsAir), Bellevue WA, 1990 - 1994

Developed a large-scale multi-user database application for seminar and meeting management. Helped create and upgrade reusable software modules built on a powerful database library.


Education

B.S. Computer Engineering; English minor, Pacific Lutheran University


Operating Systems and Runtimes

Xbox One, Xbox 360, Xbox, Windows Runtime, Win32, iOS, Mac OS


Languages

C++ (starting in 1993), including features up through C++23; emphasis in library design, generic programming, robustness, performance optimization, and security.

C | C# | Python | Rust


Software Tools and Technologies

Visual C++ | GCC | Clang | LLVM | Godbolt | Xcode | Unreal Engine | Unity | Oculus VR | SteamVR | DirectX | git | Mercurial | Perforce


Professional

Featured speaker at CppCon: The C++ Conference



Featured speaker at the Game Developer Conference. Advisory board member for Future Realities Summit since 2015.

Contributing author to:

Editor for:

Member of SG19, C++ Standards Committee Study Group on High Performance Computing and Machine Learning


Interests

Music, wine, gaming, backpacking