Steven Noonan
| https://www.linkedin.com/in/stevennoonan/ | steven@uplinklabs.net |
Summary
Senior Systems and Graphics Engineer with 15+ years of experience across cloud
infrastructure, game development, graphics driver optimization, and low-level
performance tuning. Proven track record of solving hard technical problems,
delivering cross-platform solutions, and leading foundational engineering
efforts at top-tier organizations including Valve, Amazon, and GEICO. Equally
comfortable writing bare-metal diagnostics or orchestrating complex cloud test
systems.
Career Highlights
- Architected Darwinia's full engine modernization, launching on Steam & GOG with native support for Apple Silicon, Vulkan, modern OpenGL, and FSR.
- Developed VAC and Steam Trust ML infrastructure, improving detection accuracy and overall player experience.
- Co-built Mjollnir, AWS EC2's long-standing test infrastructure platform still used to qualify new hardware at scale.
- Delivered multi-cloud image builder & test toolchain for GEICO, enabling reproducible OS images across AWS, Azure, and OpenStack.
- Implemented NUMA-aware performance validation and CPUID accuracy testing for next-gen virtualization platforms.
Skills
- Performance & Low‑Level Tuningx86 NUMA, vCPU/pCPU pinning, CPUID topology; memory‑bandwidth, I/O‑latency benchmarking (fio, clockperf); kernel & hypervisor scheduling; SIMD auto‑vectorization (AVX, AVX2, NEON)
- Programming & ScriptingC, C++, Python, Bash
- Graphics & GPUOpenGL / OpenGL ES, ANGLE, Vulkan; tile‑based & immediate‑mode renderer optimization; AMD FSR, MSAA/SSAA/SMAA/FXAA integration
- Operating SystemsLinux (kernel‑level tuning, control‑plane), Windows, macOS; container basics (Docker, Kubernetes fundamentals)
- Version Control & CollaborationGit (expert), Perforce (intermediate); code review & CI integration
- Machine‑Learning InfraAnti‑cheat/anti‑fraud model development; data sanitization & survey pipelines; reCAPTCHA integration
- DatabasesMySQL/MariaDB, SQLite, Microsoft SQL Server
- Cloud & VirtualizationAmazon EC2, Azure, OpenStack (Sunbeam/MicroStack), KVM, Xen
- Test Automation & CI/CDCustom multi‑cloud VM‑image qualification frameworks; GitHub Actions; TCMS (Qase, TestRail); infrastructure‑as‑code validation; automated security‑hardening pipelines (CIS benchmarks, patch management)
- OtherCross‑platform porting (Windows, Linux, macOS, Apple Silicon); security hardening & compliance; technical writing & spec drafting
Experience
| Edera, Inc. | July 2025 -- present |
| Principal Software Engineer, full-time position | |
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| Introversion Software | 2020 -- present |
| Developer, freelance development | |
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Independently developed the "10000th Anniversary Edition" remaster of Darwinia, rewriting the majority of the 2005-era engine for performance and compatibility on modern hardware. Introversion Software adopted the work and has shipped it on Steam and GOG for macOS, Windows, and Linux.
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| Valve Corporation | August 2015 -- December 2022 |
| Software Engineer, full-time position | |
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| GEICO | December 2024 -- July 2025 |
| Senior Staff Software Engineer, full-time position | |
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| Aviatrix | February 2024 -- October 2024 |
| Principal Software Engineer, full-time position | |
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| Samsung SARC/ACL | March 2023 -- January 2024 |
| Staff Software Engineer, full-time position | |
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| Amazon Web Services - EC2 Kernel and Operating Systems Team | January 2012 -- August 2015 |
| Software Engineer, full-time position | |
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Linux kernel engineer, software engineer, and performance guru.
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| Amazon Web Services - EC2 High Performance Computing (HPC) Team | January 2011 -- January 2012 |
| Software Engineer, full-time position | |
| Introversion Software | 2005 -- 2007 |
| Linux and Mac Developer, contract work | |
| Exosyphen Studios | 2009 -- 2010 |
| Linux and Mac Developer, contract work | |
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Open Source
- Created gloam, a Rust-based
loader generator for Vulkan, OpenGL, OpenGL ES, EGL, GLX, and WGL, motivated by
the size and performance limitations of existing API loaders:
- Enabled-list Vulkan API loads only function pointers for explicitly enabled
extensions, skipping
vkEnumerate*ExtensionPropertiesentirely -- achieving 149μs initialization vs 876μs for volk and 16437μs for upstream GLAD, at ~85% smaller object file size (48KB vs 313–316KB). - Extension detection uses pre-baked xxHash hashes with binary search -- zero string comparisons at load time.
- Three-phase Vulkan loading API (Initialize → LoadInstance → LoadDevice
→ Finalize) with an optional Phase 1.5 for pre-loading instance-scope functions
from device extensions before
VkDevicecreation. - Published on crates.io; under active discussion with the ANGLE team (Google) as a volk replacement, and with Khronos for use in official Vulkan samples.
- Enabled-list Vulkan API loads only function pointers for explicitly enabled
extensions, skipping
- Contributor to ANGLE, Google's
multi-backend OpenGL ES implementation, with contributions spanning correctness
fixes, driver workarounds, feature additions, and performance improvements:
- Fixed several Vulkan renderpass correctness bugs: deferred clears not respecting disabled draw buffers, clear-invalidate-clear sequences incorrectly marking image contents undefined, and initial pipeline cache not being serialized to the blob cache on first creation.
- Fixed driver-specific crashes and rendering errors: AMD crash in
vkCreateRenderPass2KHRwith MSRTT emulation when depth/stencil resolve is absent, AMDVK_EXT_full_screen_exclusiveimplicitly enabling itself and returning unexpected error codes on alt-tab, NVIDIAVK_EXT_graphics_pipeline_libraryvisual glitches before driver R531, Intel fragment shading rate array truncation disablingsupportsFragmentShadingRate, and Qualcomm dual vendor ID mismatch between DXGI and the native Vulkan driver. - Added
EGL_ANGLE_platform_angle_vulkan_device_uuidfor device/driver selection by UUID and driverID, PCI vendor/device ID selection for both Vulkan and D3D11 backends,EXT_clip_controlfor D3D11, MoltenVK portability enumeration on macOS, and a feature override frontloading system enabling correct cross-dependencies between capability and policy features. - Fixed command buffer reset performance regression caused by
FastIntegerSetmemory growth with large buffer/image serials, and eliminated a redundant allocation and copy inglShaderSourcestring concatenation. - Sustained effort to bring ANGLE's extension XML files into conformance with
the Khronos schema, fixing
<ptype>tag misuse, enum mismatches, and missing extension definitions -- motivated by and enabling correct loader generation in tools like gloam.
- arm64bench, a simple JIT-based ARM64 microarchitecture benchmark
- Vulkan API Loader Shootout, a comparison of Vulkan command loaders, and
proposed changes for Vulkan-Loader itself
Started as a project comparing GLAD (and my fork of GLAD) to Volk, but I ended up finding a bunch of shortcomings in the Vulkan-Loader implementation that could hamper Vulkan context creation performance as well - GameNetworkingSockets, a game networking library
Ported to foreign (non-x86 and Big Endian) architectures, including several endianness correctness fixes. Developed and maintained build system and continuous integration, complete with ASAN/UBSAN tests and related fixes. - N-Body, a portable N-Body benchmark with support for CUDA, SIMD, and auto-vectorization
Initially forked from the CUDA Handbook repository. Implemented a build infrastructure using GNU make (and later Meson + ninja). Implemented option to build without CUDA support (i.e. only CPU implementations). Vastly improved the CPU implementations to better support auto-vectorization with GCC and Clang -- with these changes, the compiler generates better code than the SIMD intrinsic versions and even takes advantage of newer instruction sets not implemented with intrinsics (e.g. AVX, AVX2, NEON, etc). Added OpenMP support in all CPU implementations. Implemented tiled CPU SOA algorithm. Numerous bugfixes over upstream as well. - CPUID
Wrote a command-line utility for dumping/decoding information gathered with the x86 CPUID instruction. - clockperf
Wrote a series of tests to identify platform performance or correctness problems with regards to timekeeping. - fio, flexible disk/network I/O tester
Numerous contributions, most of which were a direct result of work at Amazon Web Services.
Education
| Seattle Pacific University, Seattle, WA, USA | Winter 2007 -- Winter 2009 |
| Student of Computer Engineering | |
| Central Washington University, Ellensburg, WA, USA | Fall 2006, Spring 2009 -- Fall 2010 |
| Student of Computer Science | |
Other Experience and Qualifications
| Scouting |
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