An XR software engineer and certified instructor with over 7 years of experience. Actively participated in all stages of the development lifecycle and knows how to manage risk while releasing product. Strives to provide the best Unity solutions possible: focusing on usability, maintainability, and quality.
• Presented explanations for complex development processes.
• Developed core systems in sample and demo applications.
• Strategized upgradability paths from Magic Leap to Magic Leap 2
• Worked with partners to develop and port their application to the Magic Leap 2
• Fixed bugs and improved application performance by optimizing code structure.
• Developed localization tools for team members.
• Strategized localization methods to provide an optimized workflow.
• Developed key aspects of the game to meet product expectations.
• Created project roadmaps, cost estimation documents, and resource allocation.
• Managed a nine-person team to deliver a project.
• Developed a cross platform multiplayer experience that used tablets and projectors
• Created core architecture for projects such as: gesture recognition and pose tracking.
• Created AR and VR applications for Standalone, Android, and IOS
• Responsible for leading three other developers to create a minimal viable product.
• Developed VR networking demo using photon.
• Created tools for junior developers to simplify network integration by developing modular code systems
• Implementing external API’s such as Google Cloud for natural language understanding and speech to text.
• Ported existing projects to PlayStation VR and mobile platforms such as Daydream, and Oculus Go.
• Created publishing materials for PlayStation VR.
• Assisted in publishing Power Solitaire VR for Oculus and Daydream.
• Introduced team of two to Jira and optimized workflow with Bitbucket.
• Was made the point of reference for UX design principles.
• Worked with Salesforce API to bring data to the Unity Game engine.
• Trained two other developers and interns how to become more experienced with Unity.
• Ported Cardboard game Brain Voyagers to Vive and PlayStation VR.
• Developed prototype apps for Event Planning.
• In charge of all programming aspects.
• Created procedural room generator.
I did multiple system optimizations such as inventory loading by optimizing data structures, and physics interactions by reducing the amount of physics calculations. I was also responsible for leading the localization process.
To speed up localization, I created many editor tools such as a search window that allowed creates and developers to search the project assets for static and dynamic text.
View ProjectAn editor tool to configure your Unity project for Magic Leap. It automates the process outlined here: Magic Leap Getting Started Guide.
After re-reading the getting started every time I wanted to port a project to magic leap, I created this tool to speed things up.
This was also a great opportunity to show of skills with the Unity Editor and C# Reflections
View Github ProjectAn example project showing how to align multiple RealSense D400+ cameras using an April Tag inside of Unity.
The goal was to create an alternative to using OpenCV for camera alignemnt. The result was better than my experience with ArUco Marker Calibration
View Github ProjectA contract project that used RGBD cameras to make physical therapy for kids more fun.
I worked alongside my brother, and teammate, to develop a blob tracking system that can run on the Intel NUC and processes point clouds from multiple Intel RealSense cameras. I was also responsible for developing the gameplay and networking between the mobile app and main game.
View ProjectA unity project created as part of a job interview process. During the interview, I was asked to create an interactive engine viewer in two days. I took this opportunity to play around with HDRP and Unity's Cinemachine.
View Github ProjectMy brother and I developed a blob tracking system that tracked the IR reflection off an RGBD camera. This system was used to create an interactive wand that allows users to hover over an area of the scene to bring the animals to life.
View ProjectDeveloped the Unity Port of the Cubemos Skeleton SDK. I also worked on adding interpreted joint rotation using IK and joint constraints.
View ProjectA Github contribution to demonstrate how to scale non-3D textures using the GPU inside of Unity.
View Github ProjectLead the team to develop 5 interactive game. Was also in charge of developing the gesture system that was used to train your puppy and fly a dragon.
View ProjectResponsible for Resource Management, Project Planning, and Adding Salesforce API communication.
Worked with the other developer (Krystian Babilinski) to provide a seamless AR experience on new and old devices by providing a static anchor placement and 2D version of the experience.
View ProjectResponsible for developing and publishing the app. The app was made to run on Google Cardboard, and mobile.
View ProjectResponsible for developing and the networking an input of the app. The project was a proof-of-concept that showed the a possible VR solution for shopping and events.
View ProjectResponsible for optimizing memory usage and developing the PSVR and Daydream port.
View ProjectDeveloped a wrapper to plug in the PlayStation VR SDK to the VRTK toolkit.
View Github ProjectDeveloped an award winning MIT hackathon app that used both Watson and Azure services to create a VR environment from text.
View ProjectWorked as a junior developer to create a visual representation of Salesforce Data in VR. Developed the Leap Motion Input System and UI interaction system.
View ProjectCreated multiple asset packs for the Unity Asset store that focused on input. Most notably the Leap Motion Input System, Color Picker UI, and The in Game Gizmo Transform Tools.
View The Collection View Github Project