β’Led initiative to join the Khronos Consortium and participate in the OpenXR working group for years. Represented the company and helped shape the OpenXR API and feature set to allow for multiple simultaneous apps and overlays.
β’Project lead for skeletal animation and transmission system with strict data size and codec requirements to keep networked latency low while maintaining full bone articulation. Replaced the use of MPEG FBA format and transmitted over RTC. Minimal, modern C++ library integrates with desktop, iOS, and web clients.
β’Refactored monolithic Unity app into distributed parts including C# and C++ shared libraries, Unity rendering app, web front end, and Node.js microservices. Learned new languages and web technologies including the AWS stack, Aurelia, React, Electron, and Terraform.
β’On the strike team to quickly deliver a native iOS client that integrated with our web front end. Implemented IPC to communicate between the native Swift app and web app UI, translated and integrated ARKit skeletal data to work with our system, and set up APNS integration on the server.
β’Prototyped and released networked multiplayer, βmulti-appβ (used simultaneously with other XR apps) WebXR and OpenVR apps to integrate with emerging multi-app tools, XRPackage and AardvarkXR.
β’Created data-driven, immediate mode debugging UI tool for Unity and iOS apps to visually represent 3D data in realtime, allowing the team to catch and solve bugs faster and reason about 3D space more effectively.
β’Automated UI interaction and movement in VR with OpenVR input emulator, making testing between two clients easier and more efficient for the team.
Desktop - C#/Unity, Electron
iOS - Swift, ARKit, APNS
AWS - Lambda, S3, EBS, CloudFront, Route 53, DynamoDB
XR - OpenXR, OpenVR, Unity, WebXR, Three.js, Hololens, Aardvarkβ¨XR
Web - Node.js, Aurelia, React, JavaScript, TypeScript, REST, Express, Redis
Misc - Git, Unit Testing, RTC, Bash, Travis CI, AppVeyor, Terraform, Multithreading