# Hudson N. > Software Engineer at Pixar Animation Studios Location: San Francisco Bay Area, United States Profile: https://flows.cv/hudsonn ## Work Experience ### Software Engineer @ Pixar Animation Studios Jan 2025 – Present | Emeryville, California, United States • Software R&D, Applications - Animation ### Associate Core Tech Engineer @ ProbablyMonsters Jan 2024 – Jan 2024 | Greater Seattle Area • Hidden Grove - Graphics performance testing, analysis, and optimization ### Graduate R&D Intern @ Industrial Light & Magic Jan 2023 – Jan 2023 | San Francisco Bay Area • Virtual Production/StageCraft Development Team - UI/UX and Rendering ### Gameplay Programmer @ Try Again Game Jan 2023 – Jan 2023 | Los Angeles Metropolitan Area • Identified AI bugs in state machine-based system and resolved unintended behaviors • Developed pathing system based on bezier curves to allow designers to smoothly guide NPC movement ### Software Developer @ USC Information Technology Services (ITS) Jan 2021 – Jan 2023 • Built prototype for interactable campus to visualize data of various types for both public and internal use • Created scripts to automate configuration file generation for classroom technology • Automated Crestron device maintenance through PowerShell scripts and Crestron EDK • Added features to classroom touch panels used to control devices remotely in ReactJS ### Student Technical Assistant @ USC Information Technology Services (ITS) Jan 2018 – Jan 2021 | Greater Los Angeles Area ### XR Programmer @ Playbook Jan 2022 – Jan 2023 | Los Angeles Metropolitan Area • Created plugin for Figma to export wireframe elements into JSON format and develop 3D viewer to preview designs in XR environment • Streamed Figma API data into VR application to replicate UI elements from wireframe to in-app • Developed solutions for runtime instantiation of 3D file formats (i.e. GLTF, OBJ) into an interactable component ### PrimeEngine - Engine Programmer @ USC Games Jan 2022 – Jan 2022 | Los Angeles Metropolitan Area • Optimized GPU computing load through frustum culling support, increasing rendered frames per second by 30% • Wrote physics system to support OBB collision, gravity, impulse forces, and bounce simulation • Created new mesh manipulation effects, including wind simulation, through vertex shaders ### Impasto - Gameplay Programmer @ USC Games Jan 2021 – Jan 2022 | Los Angeles Metropolitan Area • Implemented player controls for responsive movement and VFX for environment and items • Created scripts for interactable objects and integrated them into an inventory system • Improved JSAM audio system with added functions to simplify in-game implementation for audio designers ### Xenosis Alpha - Gameplay Programmer @ USC Games Jan 2021 – Jan 2022 | Los Angeles Metropolitan Area • Refactored pre-existing codebase to enhance usability and simplified function designs • Implemented enemy animations and created a map system for player navigation ## Education ### Master of Science - MS in Computer Science University of Southern California ### Bachelor of Science - BS in Computer Engineering and Computer Science University of Southern California ## Contact & Social - LinkedIn: https://linkedin.com/in/hudson-n - Portfolio: https://www.thehudson.dev --- Source: https://flows.cv/hudsonn JSON Resume: https://flows.cv/hudsonn/resume.json Last updated: 2026-04-11