# Mark Fingerhut > Principal C#/C++ Simulation Engineer Location: New York, New York, United States Profile: https://flows.cv/markfingerhut I am a Principal C++ and C# Engineer specializing in simulation systems and software architecture. I lead the design and evolution of clean, extensible, and scalable codebases, with a strong focus on long-term maintainability and technical rigor. I set engineering standards, drive architectural direction, and mentor teams to deliver high-quality, resilient systems. ## Work Experience ### Principal Software Engineer @ Brightline Interactive Jan 2024 – Present ### Unity Data Visualization Software Engineer @ Lockheed Martin Jan 2022 – Jan 2024 -Developed advanced GPU-Accelerated systems visualizations for large data sets streamed in through Kafka and ActiveMQ to be displayed on an advanced Earth digital twin -Maintained a robust UberH3 dynamic tile system to display data on an Earth digital twin at all altitudes of camera position -Developed and maintained playback systems in Unity to display large amounts of data both streaming from the network and local playback from a file -Maintained and actively managed multiple code repositories and sub-modules and guided team members on appropriate organizational workflows ### Gameplay Programmer @ Afterschool Studios Jan 2021 – Jan 2022 | New York, United States I worked with a small team to complete a game and bring it to launch on the Steam Marketplace. Duties included gameplay implementation, feature design and system architecture, extensive QA, and user-facing developer outreach. After the game launch, I supported it with post-launch gameplay patches and bug fixes. ### Unity Developer for RFID Networked Experience @ Future Colossal Jan 2021 – Jan 2021 | New York, New York, United States I led the development of a server system that facilitated and coordinated multiple immersive game installations in a physical space using RFID trackers. The users' experience would be persistent across these experiences based on their physical location in the space and their actions would be pushed to a local database, which I also managed. I architected the server/client design and I executed and oversaw its operation onsite. ### Unity Developer for Edge Computing Systems @ InterDigital, Inc. Jan 2020 – Jan 2021 | New York City Metropolitan Area Using Unity's Entity Component System, I developed gaming prototypes that took advantage of the distributed processing power afforded by edge computing technology. I successfully distributed computationally strenuous tasks across the network and made proof of concepts that illustrated key architectural points. I developed these with the intention of illustrating the unique gameplay opportunities that edge computing unlocks and led the company's messaging around the product. ### Unity Developer and Lead Engineer @ Superbright Jan 2019 – Jan 2020 | New York City Metropolitan Area I developed high level architecture and UI programming for various interactive advertisement experiences. I also developed cutting edge multiplayer AR and VR experiences for Tribeca Film Festival and Sundance. ### AR Engineer for Marina Abramovic: THE LIFE @ Tin Drum, Inc. Jan 2018 – Jan 2019 | London, England, United Kingdom I was a part of the team that developed the world’s largest simultaneous AR experience, in which we put 126 people into the same virtual world using Magic Leap headsets. My responsibilities included writing the device-side playback client, writing native plugins for mesh and texture compression, and writing the calibration system to use image targets to make sure the content was in the same place for everybody. ### Lead Developer for BLACKOUT for Tribeca Film Festival @ Scatter Jan 2016 – Jan 2017 | New York, New York, United States I was in charge of the Unity project and the development of the various subsystems the piece required. This included a system to algorithmically assign audio clips to characters according to designed motifs, a gaze based interaction system for the characters and a “chapter” system for the high level sequencing of the piece. ### Lead Programmer @ Metis Suns LLC Jan 2014 – Jan 2015 Developed a robust needs-based AI system for a generative installation by Ian Cheng to be shown at Frieze 2015. ### Director @ Westford Academy Theater Arts Jan 2011 – Jan 2011 | Westford, Massachusetts Directed and produced "The Father Clock" by Walter Wykes in a 50-seat theater in the round environment. ## Education ### Bachelor of Fine Arts (BFA) in Game and Interactive Media Design Pratt Institute Jan 2011 – Jan 2015 ## Contact & Social - LinkedIn: https://linkedin.com/in/markfingerhut - Website: https://www.markfingerhut.com --- Source: https://flows.cv/markfingerhut JSON Resume: https://flows.cv/markfingerhut/resume.json Last updated: 2026-04-01