Kevin Goldsmith
kevin @ unitcircle. com
Innovative, strategic, hands-on technical and people leader with a record of building high-performing teams to address new technologies, new markets, and to deliver on revenue opportunities quickly.
Am an experienced, hands-on, technical leader of high profile, high-performing product, research, and shared technology engineering organizations. Pioneered the use of new technologies and development methodologies within organizations, and evangelized them successfully to senior management and other engineering teams. Routinely receive excellent reviews for leadership and customer focus. Am often invited to speak about building strong engineering teams at conferences internationally. Technical areas of expertise include: service scalability, user experience, consumer product development, GPGPU, multi-core, distributed computing, desktop, mobile, and connected architectures, image, audio and video processing, domain-specific languages and graphics. Have extensive experience building products using Lean, Kanban, Scrum, and Extreme Programming methodologies.
Experience
Chief Technology Officer (CTO)
June 2016 - present
Seattle, WA
Responsible for all product development, data science, data engineering, business technology support, and IT for this venture-funded, growing startup.
Vice President of Engineering, Consumer
May 2013 - June 2016
Stockholm, Sweden
Led the one hundred and seventy-six person consumer engineering organization in Sweden, three tribes consisting of nineteen squads in Stockholm and Göteborg, Sweden and New York City, USA; including engineering, test and agile coaches. The Consumer Alliance is responsible for all of features in the Spotify product on the primary platforms, and for the media path from ingestion to storage, streaming and playback. Each of the teams was responsible for their full stack (from services to client UI) for Spotify's mobile, desktop and web platforms. I was responsible for both large step-change product innovation efforts and continuing high-velocity incremental innovation, helping Spotify grow several hundred percent in active and paying users.
Director, Engineering
April 2004 - May 2013
Seattle, WA

Managed a thirty-eight person organization focused on building the Adobe Revel mobile, desktop and web clients; as well as building a shared client, cloud and imaging architecture to be used across all of Adobe's mainstream products based on the architecture my team created for the Adobe Carousel (renamed Adobe Revel) product. Direct reports were senior engineering, operations and quality engineering managers as well as senior architects. Lead the effort to take the product from its initial prototypes to a full commercial version on the iOS and OS X operating systems while building out the engineering and quality engineering teams. From prototype to 1.0 launch was less than 8 months. The product was downloaded over four million times in its first two months of release, and remained in the top 10 photography apps during my time on the product. From Revel’s launch until my departure, the product grew from managing zero to 300 million user assets, and from zero to 4.5 million user accounts. Was the primary Engineering manager responsible for the 1.0 1.1, 1.6, 1.8 and 2.0 releases.

From 2005 until 2011, managed the Adobe Image Foundation group: fourteen senior development and quality engineers creating the Pixel Bender image and video processing language and its CPU and GPU runtime for use in Adobe Products. Was one of the principal Adobe engineering contacts with ISVs, IHVs and standards bodies on areas of high performance computing, GPUs, and Multi-core development. Additionally, was the primary developer of the Pixel Bender Toolkit IDE application that shipped with the Creative Suite. AIF technology shipped in After Effects CS3/4/5, Photoshop CS4/5, Premiere CS4/5, Flash Pro CS4/5, Flash Player 10 and all other Adobe imaging and video products. The increased performance from the GPU and multi-core acceleration was an oft-cited major selling point for Adobe’s applications in reviews and customer feedback.

From 2004 to 2005, was the Project Lead and Architect in the Innovative Technologies for Emerging Markets team. Worked with Photoshop Elements team to transition nascent technology to create the Adobe Help Center, a new help system. Shipped with Photoshop Elements (version 3, 4 and 5), Premiere Elements (Version 2 and 3), Creative Suite CS2 (and all associated apps), and the Digital Video Suite 2005 (including all associated apps).

Software Design Engineer
December 2002 - April 2004
Redmond, WA
Member of the Windows CE Core OS team; responsible for half of the Windows CE standard shell UI APIs shipped in Windows CE 4.2 and 5.0. For version 5.0, completely re-architected and did the majority of the implementation work for the build system in the WindowsCE Platform Builder IDE tool. Overcame significant political resistance from Program Management and Quality Engineering organizations by creating a small tiger team that adopted an agile-based approach to develop the new system quickly and with high code coverage from automated unit tests. The new build system was an unqualified success with Microsoft’s embedded IHV partners.
Software Developer Level 4
June 2002 - December 2002
Redmond, WA
Was a consultant to Microsoft's Windows CE.NET team. Ported the Pocket Excel application to Windows CE 4.2, and created a common shell library to unify the API for the many versions of the Windows CE shell.
Director of Engineering
June 2001 - June 2002
Agnostic Media
Seattle, WA
Designed the architecture and did the server-side implementation of an automated media encoding and digital asset management application directed at companies with large media libraries. Also met with potential investors, hardware and software partners.
Development Lead
July 2000 - June 2001
BootlegNetworks, Inc.
Seattle, WA
Managed a team using Extreme Programming methodologies to develop a world-class media management, archiving, and productizing solution. Additionally, was responsible for meeting with angel investors, venture capital partners, potential customers, hardware and software partners. Hired all members of the development organization and directly contributed to development of the product.
Software Design Engineer
Sept 1994 - July 2000
Redmond, WA

Was a developer with the Windows Media version 7.0 Encoder application team in the Digital Media Division from August 1999 to July 2000. Designed and implemented significant pieces of the application. This release was pivotal in Microsoft taking a leadership position in streaming media.

From September 1994 until August 1999, was a development lead in the Virtual Worlds Group of Microsoft Research. The goal of the project was to define the future of multi-user on-line virtual environments. The first shipping version of the project was called V-Chat. Created initial prototypes of V-Chat; designed significant parts of the software architecture; and wrote production code for audio support and 3D graphics architecture. Lead development on the V-Chat authoring system shipped to all content developers. Following V-Chat, lead a Development group of four to create a next-generation authoring tool for virtual environments. That work was shipped in the Microsoft Virtual Worlds Platform v1.0, v1.1, v1.5 and v2.0 releases.

Research and Development Staff
April 1994 - Sept 1994
(Colossal) Pictures
San Francisco, CA
Developed a Renderman interface for the Alive performance animation system. Also developed tools for (C)P animators using softImage and Ark, and was a technical consultant on the Squeezels networked VR game that was being developed for the Silicon Graphics Indigo 2 workstation.
Member of Technical Staff
May 1992 - April 1994
Mountain View, CA
Initiated and executed several projects, including: Gallery, a virtual reality Art Gallery for the Reality Engine Computer, developed with a team of three other people. Trainer, a multimedia computer-based training station for the United Airlines maintenance base, developed with consultation from the United Airlines technology groups. Lead developer on The Out Of Box Experience, a joint project between Silicon Graphics and (Colossal) Pictures shipped as part of every SGI Indy system, including developers from both companies. 3D Annotator, a prototype of a product that allows users to attach audio, video clips, images and text to 3D objects, which was later developed into the IRIS Annotator product.
Programmer
May 1991 - May 1992
IBM Information Technology Center
Pittsburgh, PA
Worked on an editing system for the TACTUS multimedia toolkit. Acknowledged in Tactus: toolkit-level support for synchronized interactive multimedia (Dannenberg, Nuendorffer, Newcomer, Rubine, Anderson), Multimedia Systems, Springer-Verlag, 1993
Programmer
January 1990 - October 1990
Center For Integrated Manufacturing Decision Systems
Pittsburgh, PA
Developed a graphical interface and command-language interpreter in Common Lisp for the CDART military scheduler project.
Patents
Hierarchical in-place menus: sole author; Patent number 7,418,670; filed October 3, 2003; granted August 26th, 2008
Accessing content in a content-aware mesh: co-author; Patent application number 20140055474; filed February 27, 2014
Facilitating access to content in a content-aware mesh: co-author; Patent application number 20140056530; filed February 27, 2014
Education
Carnegie Mellon University, Pittsburgh, PA. Bachelor of Science Degree in Applied Mathematics and Computer Science, graduated May 1992. course work focused on Computer Graphics, Software Engineering, Computer and Electronic Music and New Media Arts
Invited Talks
Organization and Architecture & What Does Good Agile Look Like?, Seattle Code Camp, September 2017, Seattle, WA
What is Agile?, Code Fellows Industry Lunch and Learn, September 2017, Seattle, WA
A Software Career, Code Fellows Industry 101 Series, August 2017, Seattle, WA
Hiring Company Panel, Apprenti: Tech Apprenticeship Summit, July 2017, Denver, CO
Fail Fast, Fail Safe... Succeed!, Zillow Speakers Series, April 2017, Seattle, WA
Fail Safe, Fail Fast, Succeed, Starbucks Innovation Expo, November 2016, Seattle, WA
Fail Fast, Fail Safe, Succeed, Seattle Code Camp, September 2016, Seattle, Washington
How Spotify Builds Products, InfoShare 2016, May 2016, Gdansk, Poland
Embracing Failure, App Builders Switzerland, April 2016, Zürich, Switzerland
The Spotify Tribe, Bonnier Digital Forum, February 2016, Stockholm, Sweden
Innovation, Autonomy and Accountability, Department for Media, Culture and Sport, January 2016, London, UK
Microservices @ Spotify, GOTO; Berlin, November 2015, Berlin, Germany
The Spotify Tribe, Wooga Internal presentation, November 2015, Berlin, Germany
Failing Up: Creating a Failsafe Environment, Tomtom Internal Product Conference, November 2015, Amsterdam, Netherlands
The Spotify Tribe, Mobiconf, October 2015, Kraków, Poland
Apportioning Monoliths (Opening Keynote), Mobiconf, October 2015, Kraków, Poland
The Spotify Tribe, Spark the Change, July 2015, London, UK
Apportioning Monoliths, Daho.am 2015, June 2015, Munich, Germany
Building a Strong Engineering Culture - Keynote, QCon China, October, 2014, Shanghai, China
Building Lean - Agile track session, QCon China, October, 2014, Shanghai, China
Empowering Your Engineering Talent, September 2014, London, UK
Focus on how you build, not just on what you build, SmartMobil 2014, April 2014, Budapest, Hungary
Building a Strong Engineering Culture, Software 2014, February 2014, Oslo, Norway
Building a Strong Engineering Culture, Keynote talk: BBC Develop 2013, November 2013, London, UK
Building with Lean and Agile in the Real World, Valtech Day 2013, October 2013, Stockholm, Sweden
It Is All About the Benjamins: The Real World Economics of HPC, Adobe Technology Summit, February 2013, San Jose, CA
Building Revel For Nine Platforms, Adobe Technology Summit, February 2013, San Jose, CA
Adobe Revel and the Blissful Chaos of High Velocity, Low Process, Adobe Technology Summit, February 2013, San Jose, CA
Parallelism, the Cloud, and the Tools of the Future for the next generation of practitioners Panel, SC11 Conference, November 2011, Seattle, WA
Parallel Education Status Check – Which Programming Approaches Make the Cut for Parallelism in Undergraduate Education? Panel, Intel Developer Forum Conference, September 2011, San Francisco, CA - this was rated the second best session of the conference by attendees
Pixel Bender, AMD Fusion Developer Summit, June 2011, Bellevue, WA
Battle of the Cloud Sync Solutions Panel (Chair), Adobe Technology Summit, May 2011, San Jose, CA
Intermediate Pixel Bender: Pixels and Beyond, MAX Conference, October 2010, Los Angeles, CA
GPGPU in Commercial Software: Lessons From Three Cycles of the Adobe Creative Suite, NVidia Graphics Technology Conference, September 2010, San Jose, CA
Parallelism and Education: Navigating Through a Sea of Cores Panel, Intel Developer Forum Conference, September 2010, San Francisco, CA
Preparing the World for Ubiquitous Parallelism Panel, SC (Supercomputing) Conference, November 2009, Portland, OR
Flash Platform Gaming Showcase Panel, MAX Conference, October 2009, Los Angeles, CA
Creating Effects with Pixel Bender, MAX Conference, December 2008, Milan, Italy
Creating Effects with Pixel Bender, MAX Conference, November 2008, San Francisco, CA
"What Role is Technology Playing in New Business Opportunities? (P.S. It’s already happening...)" Panel, Photographic Archive Council of America Conference, October 2008, New York, NY
The (near) Future of Personal Computers, Adobe Technology Summit, February 2008, San Jose, CA
Image and Video Processing Using Adobe Image Foundation's Toolkit For Flash, MAX Conference, October 2007, Chicago, IL.
Blogging Technologies History, Adobe Technology Summit, February 2006, San Jose, CA.
Publishing Credits
Multiple articles: Adobe Developer Network, authored several articles between January 2010 and March 2011 on using the Pixel Bender image processing language.
Webworks: e-zines: Explore On-Line Magazine Design, Martha Gill, Rockport Publishers, 2000: Unit Circle E-Zine featured showcasing my web design
Inventor Mentor, Josie Wernecke, Addison Wesley, 1994: color plates 27, 30, 37-40
1994 Catalog, Center for Creative Imaging, 1994: my images used to promote the courses.
Open GL Programming Guide, Mason Woo, Jackie Neider, Dave Shreiner, Addison Wesley, 1993: color plate 24
Production Credits
Moxy's Pirate Television Show, 1994-5 season, Cartoon Network. Developed software animation tools used in the production
Honors
Siggraph 1995, Moxy excerpts in Computer Animation Festival and Electronic Theatre
Adobe Technology Summit 2011, Program Committee Member and Software Engineering Track Chair. Invited to take a leadership position for a company-wide internal Adobe technical conference with over 2000 attendees.