Introduction
Welcome to my humble little corner of the internet!
This website began in 2003 as a way for me to tinker with HTML / CSS as well as a means by which to communicate with friends and family across the country. Since then, it's undergone many modifications and, sadly, long periods of neglect. This current incarnation serves to provide a high-level biography to the world at large.
The content herein is organized around two of my passions: technology and music. Both are hobbies, but I'm lucky enough to have also built a career around the former. I, of course, hold countless titles in addition to those of “Engineer” and “Musician” (e.g. “Husband”, “Father”, “Amateur-Theologian”, etc.), and maybe someday I'll add additional content to this site. Until then, however, I hope you find at least a modicum of entertainment within these pages.
Official Biography
Kyle Ringgenberg has built a career at the interface between people and their technology — and with sixteen patents to his name, he's the sort who doesn't just implement, but invents. He is currently founder and CEO of Level Lab, a platform built for the next generation of creators. Pitched squarely at the overlap of content creators, mobile gamers, and social consumers, Level Lab sets out to make game creation accessible, viral, and (genuinely) fun: the AI shoulders the technical complexity so everyone else can focus on the creativity and the play. In four words — game creation for all.
This isn't his first rodeo. As CTO of Dimension X, he shipped Bonfire, a no-code VR creation platform that Fortune-500 teams and global brands adopted to build and deploy virtual experiences. Before that, as VP of Engineering at FYR, he co-invented the rendering algorithms that tamed light-field's notorious performance bottleneck, coaxing real-time light-field graphics out of ordinary consumer hardware. And before venturing into entrepreneurship, he was a research engineer with Lockheed Martin's legendary Skunk Works®, contributing highly performant, highly extensible architectures for cutting-edge 3D experiences — having earlier developed real-time rendering algorithms and pilot-vehicle interfaces (PVI) for heads-up and head-mounted displays within Lockheed Martin's Simulation and System Integration Laboratories (SimSIL). Trained in electrical engineering and professionalized as a software engineer, Kyle is a tinkerer at heart… always seeking creative ways to develop and apply emergent technologies.
While decidedly left-brained (as fictitious as that construct may be), Kyle strives to exercise his creative side as well. Professionally, this means working hand-in-hand with some of the most talented digital artists in the industry, developing content and algorithms for the major AAA game engines, and working with and/or hacking on virtually every AR/VR device on the market. He values a breadth of fluency ranging from Adobe, Autodesk, and Unity to Visual Studio, Qt, and Xilinx. Independently, Kyle performs regularly on violin, saxophone, and EWI; and irregularly on ukulele, mandolin, and accordion. He shares those talents with several local venues, as well as fourth grade children in a mentoring capacity. Additionally, Kyle has composed the score, and several visual effects shots, for three independent films.
Kyle has authored or co-authored four peer-reviewed publications and holds sixteen patents spanning real-time rendering, simulation visualization, and foveated graphics. He traded blood, sweat, and tears in exchange for an M.S. from The University of Virginia and a B.S. from Rice University, both in Electrical Engineering — and these days calls Fort Worth, Texas home.