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I am a good example of what the infamous Valve Employee Guide calls a "T-Shaped Person" – someone who is both a generalist – highly skilled at a broad set of valuable things (the top of the T) and also an expert (among the best in their field within a narrow discipline – the vertical leg of the T). My vertical leg stretches deep into the arenas of object-oriented programming, gameplay and user interface design. Across the top of my T-shape my skills include filmmaker, musician, graphic designer, animator and actor. In some way, at some time, each of these has contributed to my success.Having worked in both the Games and Advertising industries, I've relished producing truly creative, rich user experiences on the web and for iOS and Android. I love to find ways to innovate, to push the boundaries, learn new things and inspire others with my work.
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Lead Engineer, Unity And VrWildlifePasadena, Ca, Us -
Lead Engineer, Unity & VrWildlife Jan 2020 - PresentCulver City, Ca, Us- Lead developer of the Joker's Escape experience, part of DC Comics' 2020 & 2021 FanDome events.https://www.wildlife.la/work/jokers-escape- Sole developer of a VR installation in a travelling exhibit for the US Air Force.https://www.wildlife.la/work/in-flight-refueling-vr -
Vr Gameplay Engineer(Independent Projects) Oct 2011 - PresentI am currently working on a project called HandsOnVR -- a Unity/C# library exploring mass-based grab mechanics, using Oculus Touch controllers for now, with cross-platform support planned for the near future.
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Senior Gameplay EngineerAge Of Learning, Inc. Jun 2019 - Jan 2020Glendale, Ca, UsPrimary developer working in a small team making 2D platformer games for mobile and desktop, based around educational content for kids aged 8 to 13. -
Senior Vr EngineerMagnopus Mar 2017 - Apr 2019Los Angeles, California, UsUnannounced Project (PSVR & Oculus Rift)Created an environmental audio system to automatically apply reverb and occlusion effects based on the player's location within the scene. Implemented real-time detection of peaks and beats in music audio to enable music-driven gameplay and effects. Implemented platform-agnostic player control systems. Worked with middleware to stream dynamic content. Developed music-driven gameplay concepts.Internal Projects (Oculus Rift)Implemented voice commands using IBM's Watson services and Windows Speech Recognition. Prototyped experimental UI concepts. Mentored junior engineers.Blade Runner 2049: Memory Lab (Oculus Go & GearVR)Created numerous effects (original shaders, particle systems, etc.) optimized for mobile. Implemented UI systems and player controls.Mission:ISS (Oculus Go & GearVR)Prototyped 3DoF controls to emulate what players could already do in the Rift version of the game using Touch controllers. -
Senior 3D Game Engineer - Unity/C#Particle City Mar 2016 - Feb 2017Worked on two upcoming games for iOS and Android, as part of the Titanfall franchise. I helped to design engaging, slick user experiences throughout the game's interface; Worked with artists, game designers and server engineers to develop a dynamic user interface to handle all the complexities of presenting the player's inventory, systems for the player to edit their game decks, manage upgrades and card status. I also worked on interfaces within the single-player gameplay experience.Tools used: Unity3D 5.5 / C# / VisualStudio / Photoshop -
Senior Unity DeveloperMvp Sports Life Oct 2015 - Feb 2016Part of a team of engineers developing a new sports game for iOS and Android, featuring a nationally recognized athlete. Designed and implemented custom user interface components, prototyped gameplay concepts.Technologies utilized: Unity3D, C#, Photoshop, Git, Basecamp
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Principal Engineer, Unity3D/C# (Contract)Wildlife Aug 2015 - Oct 2015Culver City, Ca, UsProduced in conjunction with Saatchi & Saatchi LA, for clients Toyota and Yahoo Sports.Developed a Kinect-driven game installation at Levi's Stadium in San Jose for the 2015 Football season, in which passers-by are invited to throw "invisible" footballs at a variety of animated targets. Players can save their scores to the leaderboard and send a video capture of their performance to their cell phone, and then share with friends on Facebook or Twitter.- Traveled to the stadium for the initial installation and subsequent game days throughout the development process to observe how people interact with the game, and to make adjustments to improve player experience and maximize engagement.- Worked with Unity3D/C# to create engaging gameplay, visual effects and touch-based user interfaces.- Coordinated with artists, animators and an off-site developer handling backend services.- Technologies utilized: Microsoft Kinect for Windows (Version 2), Unity 5, Mecanim, UGUI, Shuriken Particles, Visual Studio, Google Analytics, Photoshop, Git, SSH, Basecamp, Sifter -
Lead Gameplay Programmer - Unity3D/C#Tic Toc Games Feb 2015 - Jul 2015Burbank, California, UsLead Programmer on a game for iOS and Android, promoting a Paramount Pictures' feature film, "Scouts Guide to the Zombie Apocalypse." Implemented all gameplay mechanics, featuring physics-based shoot-em-up, puzzle action; in-app purchases and analytics. Additionally, I devised and implemented a light-weight level design system, providing our level designers with a variety of physics gadgets and simple tools with which to configure them. -
Senior Flash EngineerPlaytika Santa Monica (Formerly Buffalo Studios) May 2011 - Oct 2014Developed an engine and tools to reproduce animations created in Flash, optimized for deployment to mobile, by pre-rendering vector art at runtime thus allowing for more expressive and detailed animation than would be possible using simple sprite sheets.Won "Best Game" at Adobe's Game Jam in October 2012 with a team of five from Buffalo Studios.Worked on Bingo Blitz and Bingo Rush II (browser and mobile editions)Penguinauts (Facebook Game) – Designed and implemented a Pachinko mini game using Nape physics engine. Created a unique particle engine and effects throughout the game.
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Senior Flash DeveloperPetrol Advertising 2009 - 2011Burbank, Ca, Us- Developed rich experience Flash-based sites for clients: Sony, Dodge Motorsports, THQ and others- Worked on www.fidmdigitalarts.com, which won several awards: 2011 Webby Award, 2011 CommunicationArts site of the day, 2011 W3 Awards Gold Winner- Created a liquid layout engine for use in multi-resolution projects
David Barlia Skills
David Barlia Education Details
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San Francisco State University -
Moorpark College
Frequently Asked Questions about David Barlia
What company does David Barlia work for?
David Barlia works for Wildlife
What is David Barlia's role at the current company?
David Barlia's current role is Lead Engineer, Unity and VR.
What is David Barlia's email address?
David Barlia's email address is ba****@****ail.com
What is David Barlia's direct phone number?
David Barlia's direct phone number is +181844*****
What schools did David Barlia attend?
David Barlia attended San Francisco State University, Moorpark College.
What are some of David Barlia's interests?
David Barlia has interest in Moveon, Org, Barack Obama.
What skills is David Barlia known for?
David Barlia has skills like Actionscript, Game Development, Flash, Video Games, Animation, Social Games, Game Design, User Interface Design, Casual Games, Unity3d, Mobile Games, User Experience.
Who are David Barlia's colleagues?
David Barlia's colleagues are Kitso Charleson, Manish Shinde, Skyler Jackson, Sarah Estrada, Jungle Lover, Sheillah Thibedi, Khurshid Alam.
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