Bio
- Principal software engineer specialised in real-time applications, immersive technologies, and experiential media
- 12 years experience ranging from game production & distribution, to cinematic VR production & mocap, to interactive AV installations
- Proven track record of successful project delivery, from high-level strategy to targeted problem-solving in solo & large team environments
- Professional attitude, focused on studio-wide comms & empowerment, accomplished in staffing, mentorship and client engagement
Work & Experience
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Principal Programmer nDreamsJun 2019 – Present
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Led teams of 5-8 programmers from concept to release of VR exclusive games Fracked (2021) & Synapse (2023). Carried out recruitment, management, mentoring, establishing best practices, technical specification and task allocation
Worked with producers, designers, artists, animators & sound designers to optimise workflows, remove blockages, oversee interdisciplinary communication, and deliver projects in ambitious time-frames
Independently developed tools & systems to support VR input handling & interactions, performance monitoring, platform integration & build infrastructure, as well as full pitch projects & prototypes utilizing hand & eye tracking and gesture & speech recognition. Contributed to company-wide processes and shared technologies
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Lead VR Developer Breaking FourthSeptember 2016 – May 2019
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Developed tools & features to support storyboarding, performance capture, environment design, cutscene editing, visual effects, 360 video rendering, user interaction, & app optimization for cutting-edge VR devices including console & mobile
Recruited, managed, & provided technical support to 3D artists, animators & audio engineers
Performed on-site technical direction & hands-on troubleshooting of performance capture sessions with live actors
Released 9 animated productions, many featured at film festivals such as Raindance, Tribeca, Venice & Vancouver
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Interactive Developer Engage WorksNovember 2014 – September 2016
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Developed rich interactive applications for touch video walls & kiosks, testing on-site at international locations and harnessing domain-specific hardware & SDKs (Touch Frames, Video Matrices, Video Capture Cards)
Coordinated with producers & designers, researched process & tools improvements, performance & compiler optimizations, and new & emerging technologies
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Experienced UI Programmer Codemasters RacingNovember 2012 – October 2014
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Developed UI features for cross-platform AAA games such as Grid 2 (2013), F1 2013, Grid Autosport (2014) & Dirt Rally (2015)
Worked with designers, artists, producers & quality assurance engineers to prepare technical specifications, implement features, and efficiently resolve bugs & issues. Contributed to the design of Codemasters’ next-gen in-house game engine
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Software Engineer OnLive Inc.July 2011 – August 2012
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Developed streaming latency, visual quality & performance improvements for top-tier video games via DirectX intercept layer
Professional Skills
- C#
- C++
- client engagement
- creative technology
- leadership
- mentoring
- recruitment
- software engineering
- Unity
- Unreal
- VR
- XR