# Brennen Green

- Website: <https://www.brennengreen.dev>
- LinkedIn: <https://www.linkedin.com/in/brennen-green>
- Email: <brennengreen@outlook.com>

## Skills

Product Management, Technical Product Management, Product Strategy, Product
Roadmaps, Program Management, Platform Strategy, Developer Platforms, Developer
Experience, Azure DevOps (ADO), GitHub, Requirements Definition, Release
Management, Cross-Functional Leadership, Stakeholder Management, SDLC, CI/CD,
Game Engine Development, Game Development, Generative AI, Agentic AI, Azure,
C++, C#, Python, TypeScript, DirectX 12, OpenGL, WebGPU, GPU Programming,
Distributed Systems, Git, Linux/UNIX, CMake, Houdini, OpenUSD (USD), Rendering

## Work Experience

### Developer Partner Manager - Microsoft (Xbox)

**January 2026 - Present**

- Own middleware ecosystem strategy across 70+ developer partners, identifying
  high-leverage opportunities across game engines and developer tooling to
  expand Xbox platform coverage and reduce developer friction.
- Led official Xbox support for the Godot Engine, building Xbox SDK and PlayFab
  integrations, samples, and developer guidance in partnership with engineering
  and the external Godot ecosystem.
- Partner directly with AAA studios through Xbox platform integrations and
  releases, representing studio requirements across product and engineering
  teams.
- Designed and built an Azure DevOps-based partner management platform for the
  middleware program, replacing inbox-driven workflows with structured partner
  tracking, work-item management, communications, analytics, executive
  reporting, and agentic automation.
- Lead agentic AI adoption for Xbox Developer Relations, defining reusable
  development pipelines, experimentation standards, evaluation frameworks, and
  secure production systems in C#, TypeScript, and Azure.
- Co-authored technical content reaching 300,000+ views and represented Xbox
  developer platform initiatives at GDC, Build, UnrealFest, office hours, and
  developer community engagements.

### Graphics Engineer - DreamWorks Animation

**October 2022 - January 2026**

- Owned the roadmap for lighting tools used across studio productions,
  prioritizing artist and production needs, technical debt, platform
  capabilities, and delivery sequencing across a complex CG pipeline.
- Partnered with artists, supervisors, pipeline engineers, and production
  stakeholders to translate workflow pain points into scoped tools, platform
  improvements, and engineering priorities.
- Built and operated 30+ production services used by hundreds of artists across
  Python, C++, Houdini, OpenUSD, and distributed production infrastructure.
- Designed and deployed an OpenUSD-based system for real-time visualization,
  editing, and placement of production scene elements.
- Refactored a core USD asset resolver into a multithreaded client-server
  architecture using C++ and ZeroMQ, reducing asset-resolution and
  scene-composition latency by 30%+.

### Graphics Engineer Intern - Blizzard Entertainment

**May 2022 - August 2022**

- Built a GPU-driven gameplay/VFX particle simulation framework in C++ and
  DirectX, enabling performant simulation of thousands of entities.
- Developed HLSL compute systems, geometry and animation pipelines, and GPU
  performance optimizations within the World of Warcraft engine.

### Graphics Engineer Intern - Amazon (Twitch)

**May 2021 - December 2021**

- Developed GPU-accelerated mobile broadcasting and creator capabilities using
  OpenGL ES, GLSL, Kotlin, and Android platform technologies.
- Built automated CI/CD and testing infrastructure supporting production mobile
  software.

### Software Engineer Intern - Intel Corporation

**October 2020 - May 2021**

- Developed C/Python validation systems for pre-silicon processor firmware and
  architecture, automating large-scale simulation and validation workflows.

## Personal Projects and Open Source

### Godot Game Engine

- Contributed rendering, physics, and Xbox platform support through engine
  patches, platform integrations, and developer samples.
- Released MIT-licensed Xbox GDK and PlayFab samples covering approximately 85%
  of the Xbox SDK surface, earning 213 GitHub stars and 18 community forks.

## Education

### University of Kentucky

**Bachelor of Science in Computer Science**

- GPA: 3.92
- Specialization: Computer Graphics and Mathematics
