# Allan Gelman > Software Engineer at LinkedIn Location: Cambridge, Massachusetts, United States Profile: https://flows.cv/allangelman Hello! I have passions for software development, AR/VR, and 3D modeling. I graduated from MIT in 2020, where I completed an interdisciplinary major called Humanities and Engineering (combining Comparative Media Studies and Computer Science). Afterwards, I spent a year developing my 3D modeling skills through courses at the vocational online art school CGMA (Computer Graphics Master Academy), which lead me to working as a software engineer at Clay, a startup building a web application for 3D modeling collaboration. At Clay, I was able combine my artistic and technical passions while learning web development! Now, I am working as a software engineer at LinkedIn, diving deeper into my passion for backend engineering in the compute infrastructure team! ## Work Experience ### Software Engineer, Systems Infrastructure @ LinkedIn Jan 2024 – Present ### Apprentice Software Engineer - Backend @ LinkedIn Jan 2023 – Jan 2024 ### Software Engineer @ Clay Jan 2021 – Jan 2023 • One of first engineering hires for startup building collaborative 3D modeling web application • Implemented 1-2 new front-end features per week matching Figma designs using React, Typescript, and CSS, such as dashboard search bar and responsive dropdown menu to filter user files by title • Built out the notifications system end-to-end by creating the database table, adding necessary API migrations, implementing API queries and mutations like accepting invite notifications, and building the front-end for the in-application inbox • Re-built note markers from scratch in 3D viewport using sprites during migration from Babylon.js to Three.js • Integrated Slack API so that user actions such as commenting, replying, inviting, and liking will trigger notifications to users’ Slack workspaces • Added authentication and authorization checks and test cases to notes API • Set up signed URLs for image and 3D model files with Amazon Cloudfront to secure user's assets • Implemented UI for materials inspector so users can see the texture maps associated with their uploaded models • Implemented UI for workspace members page, along with functionality to invite, revoke invitations, and resend invitations to joining workspace • Resolved technical debt of application by removing all circular dependencies in NestJS API services • Added functionality to upload OBJ 3D models with textures by converting texture paths in the uploaded MTL file from absolute to relative ### Muralist & Augmented Reality Animator @ art_works Jan 2020 – Jan 2021 | Boston, Massachusetts, United States • Created 7’ x 6’ piece out of sewn together sections of felt • Painted 8’ x 14’ mural and created accompanying AR Animation • All works on display in a new Boston tech company office building ### Software Developer @ Massachusetts Institute of Technology Jan 2020 – Jan 2020 • Fixed bugs in graphics renderer for the educational game “StarLogo Nova” in WebGL and JavaScript, working for the MIT Education Arcade • Created an interface so the fixed lighting and terrain features could be accessed by users ### Virtual Reality Development Intern @ Wevr Jan 2020 – Jan 2020 | Venice, CA • Explored ways to create custom compute, vertex, and fragment shaders in Unreal Engine 4.24.1 and C++ ### AI Researcher @ MIT Media Lab Jan 2019 – Jan 2019 | Cambridge, MA • Repurposed an interactive AI-enhanced sketching application, called PaperDreams, to recognize user-drawn chemical compounds, by training a new sketch-recognition model, using JavaScript, HTML, and Python • Implemented the data collection back-end system with Firebase Storage so user-drawn sketches can be stored remotely ### Computer Graphics Researcher @ University of Miami Jan 2019 – Jan 2019 | Miami/Fort Lauderdale Area • Continued development on CPU and GPU approaches for a 3D software that visualizes intersections of algebraic surfaces, coding in C++, OpenGL, and CUDA • Worked on triangulation of surfaces, refactored code to use MVP transformations, added functionality for rotation, scaling, and translation, implemented specular/ambient lighting in vertex/fragment shaders, and worked on "re-gridding" algorithm to display the surfaces with more precision for the CPU approach • Worked on implementation of Descartes rule of Signs for the GPU approach, using CUDA • Presented poster comparing the CPU and GPU approaches at the Summer Undergraduate Research Symposium ### AI Intern @ Stochastic Labs Jan 2019 – Jan 2019 | Berkley, CA • Trained a char-level recurrent neural network model in TensorFlow on data sets of SVGs (vector art file format) to produce AI-generated graphic art • Developed a command-line tool in Python and XML that increased the valid yield of the RNN to 150% by adding syntax corrections to the all the “broken” SVG files produced ## Education ### Bachelor of Science - BS in Humanities and Engineering (Comparative Media Studies and Computer Science) Massachusetts Institute of Technology ### Cross Registered Student in Animation Massachusetts College of Art and Design ### Associate of Arts - AA Miami Dade College ## Contact & Social - LinkedIn: https://linkedin.com/in/allangelman - Portfolio: https://www.allangelman.com/ --- Source: https://flows.cv/allangelman JSON Resume: https://flows.cv/allangelman/resume.json Last updated: 2026-03-28