I’ve been interested in creating engaging technology experiences ever since I can remember. My first experience with virtual reality was in 2013, and despite using the comparatively terrible Oculus DK1, I felt like I had teleported into a magical world, and knew I had to pursue VR.
Created Unity/C# network discovery library with cross-platform C++ backends, to improve setup success rate and fix major user issue in Takelings House Party
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Advised developer on PS5/PSVR and Quest ports of the game, with the goal of making the best VR game accessible beyond the small number of people that fulfill its unusually complex hardware requirements (seriously, this is one of the most fun games I've ever played)
My journey at LIV started with me selling ChromaFree, my hobby project, to them, and joining to continue its integration into the LIV App's C++/OpenGL compositor. I joined as the third employee, and since then was able to start several projects, grow my skills, and let my passion run wild while the company grew from no money to raising a $8.5m Series A, including:
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LIV Quest Beta (original creator): Wrote zero-copy H.264 video decoding pipeline in LIV's Windows app, and reverse engineered + reimplemented Meta's Quest MRC network protocol and calibration system with much improved UX. Created Quest app/Android library that connected to it.
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LIV Camera: mentored intern working on the project, took over development after he went back to school. Wrote Swift and Metal code/shaders, created network protocol for PC<->Phone communication.
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LIV Mobile (creator): Created initial prototypes, and helped define the Unity/C++/Objective-C architecture for the app before its team was grown with new members. Wrote iOS VideoToolbox encoder. Reviewed and merged code written by the team.
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Tech Support: Flew to ad shoots on short notice and provided emergency technical support for productions using LIV and other new/unstable VR tech.
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Marketing: Produced several of LIV's very successful marketing campaigns and did media interviews.
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Strategy: Wrote product proposals and used my knowledge of the VR/AR industry to help guide the company's future direction.
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Business: Regularly helped evangelize LIV at every VR/AR-related event I went to, and started key relationships with major companies.
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Represented LIV in the Khronos OpenXR Working Group.
I vividly remember my excitement the first time my ChromaFree experiments let me see myself in virtual worlds and show my friends. Throughout my time at LIV, nothing brought me more joy than the deep connection with our community of users, and seeing their excitement when a product I'd worked on gave them that same feeling.
Urban Safari was a San Francisco company dedicated to making VR accessible to all. Customers had the opportunity to experience the variety of VR hardware in our studio. My responsibilities included helping customers transition into VR, fielding their questions, and resolving technical issues.