Naty Hoffman
Most Recent Affiliation(s):
- Activision, Technical Director
Other / Past Affiliation(s):
- 2K, Vice President
- Lucasfilm
Bio:
SIGGRAPH 2015
Naty Hoffman is Vice President of Technology at 2K. Previously he was employed at Activision (working on graphics R&D for various titles, including the Call of Duty series), SCEA Santa Monica Studio (coding graphics technology for God of War III), Naughty Dog (developing PS3 first-party libraries), Westwood Studios (leading graphics development on Earth and Beyond) and Intel (driving Pentium pipeline modifications and assisting the SSE/SSE2 instruction set definition).
SIGGRAPH 2014
Naty Hoffman is Vice President of Technology at 2K. Previously he was employed at Activision (working on graphics R&D for various titles, including the Call of Duty series), SCEA Santa Monica Studio (coding graphics technology for God of War III), Naughty Dog (developing PS3 first-party libraries), Westwood Studios (leading graphics development on Earth and Beyond) and Intel (driving Pentium pipeline modifications and assisting the SSE / SSE2 instruction set definition).
SIGGRAPH 2013
Naty Hoffman is Vice President of Technology at 2K. Previously he was employed at Activision (working on graphics R&D for various titles, including the Call of Duty series), SCEA Santa Monica Studio (coding graphics technology for God of War III), Naughty Dog (developing PS3 first-party libraries), Westwood Studios (leading graphics development on Earth and Beyond) and Intel (driving Pentium pipeline modifications and assisting the SSE / SSE2 instruction set definition).
SIGGRAPH 2012
Naty Hoffman is a Technical Director at Activision Studio Central, where he assists Activision’s worldwide studios with graphics research and development. Prior to joining Activision in 2008, Naty worked for two years on God of War III at SCEA Santa Monica Studio. Naty has also worked at Naughty Dog (where he had an instrumental role in the development of the ICE libraries for first- party PS3 developers), at Westwood Studios (where he was graphics lead on Earth and Beyond) and at Intel as a microprocessor architect, assisting in the definition of the SSE and SSE2 instruction set extensions.
Experience Category: Jury Member:
Learning Category: Jury Member:
Learning Category: Presentation(s):
Type: [Courses]
Physically Based Shading in Theory and Practice Organizer(s): [McAuley] [Hill]
Presenter(s): [Belcour] [Earl] [Harrysson] [Hillaire] [Hoffman] [Kerley] [Patry] [Pieké] [Skliar] [Stone]
Entry No.: [14]
[SIGGRAPH 2020]
Type: [Courses]
Physically Based Shading in Theory and Practice Organizer(s): [McAuley]
Presenter(s): [Hill] [Cordes] [Hery] [Hillaire] [Hoffman] [Jimenez] [Karis] [Lagarde] [Lobl] [Villemin] [Jover] [Lachambre]
Entry No.: [06]
[SIGGRAPH 2016]
Type: [Courses]
Physically Based Shading in Theory and Practice Organizer(s): [McAuley]
Presenter(s): [McAuley] [Hill] [Jakob] [Hoffman] [Neubelt] [Pettineo] [Pesce] [Iwanicki] [Chan] [Burley] [Fascione]
Entry No.: [15]
[SIGGRAPH 2015]
Type: [Courses]
Physically Based Shading in Theory and Practice Organizer(s): [Hill] [McAuley]
Presenter(s): [Hill] [McAuley] [Dupuy] [Gotanda] [Heitz] [Hoffman] [Lagarde] [Langlands] [Megibben] [Rayani] [de Rousiers]
Entry No.: [23]
[SIGGRAPH 2014]
Role(s):
- Course Presenter
- Game-Film Synergy Chair
- Games Focus Area Chair
- General Submissions Chair
- Unified Jury Member