Dale Newcomb, Jr. Email and Phone Number
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Technical Director with VR experience stretching back to 1992, from military trainers to AAA games. Currently focused on Unity-based mobile VR games at Owlchemy Labs. Credits on Dimensional Double Shift, Assassin’s Creed Nexus VR and Quest 3/AVP updates of Job Simulator and Vacation Simulator.Highly skilled in managing cross-functional agile teams, resulting in high performance, high engagement, low turnover, and rapid ramp-up. Over 30 years of experience designing and developing software applications, especially in the areas of virtual reality, gaming, simulation, and training. Creative problem-solver, detailed, and adept at creating sustainable and scalable practices. Skilled at drawing from various forms of Modern Agile, Scrum, Lean, Kanban, XP, etc. to create a blend that best suits the team and project. My creativity is always seeking new outlets and I strive to find and cultivate the best skills from myself and my team members.As a long time software developer, I still enjoy writing code (C#/C++)and getting into a flow state. Following my passion for developing intuitive and immersive experiences, I have focused primarily on the simulation, video gaming, and training markets. Later, I broadened into web and mobile applications and created VR applications on the side as a solo indie developer (Lucid Dreams VR) before joining Ubisoft Düsseldorf to bring Assassin's Creed to VR. Now as Technical Director at Owlchemy Labs, my focus is on making the most immersive experiences possible and making VR for Everyone.Outside of the office, my lifelong love of playing volleyball turned into a passion for coaching. For 10+ years, I coached Middle and High School girls on a volunteer basis and established myself as a very sought after coach in the region, culminating in the launching of my own small club. LoCo VBC helped over 70 girls learn teamwork and perseverance in addition to providing the physical benefits of the sport over its 2 year existence and the experience for me was incredibly rewarding.
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Technical Director (Vr)Owlchemy Labs Jul 2023 - PresentAustin, Tx, Us -
Senior Lead Engineer (Vr)Owlchemy Labs Jul 2022 - Jul 2023Austin, Tx, UsTechnical Director at Owlchemy Labs, makers of incredible VR games including Job Simulator, Rick & Morty’s Virtual Rickality, Vacation Simulator and Cosmonious High. Working on a new title with multiplayer and hand-tracking. -
Senior Lead Programmer (Vr)Ubisoft Düsseldorf Sep 2019 - Jun 2022Düsseldorf, North Rhine-Westphalia, DeBuilt and led a world-class AAA virtual reality game development team, hiring developers from all over the world and fostering a strong team culture to bring Assassin’s Creed Nexus [VR] and Tom Clancy’s Splinter Cell [VR] games to the Oculus platform.Worked with the Managing Director, Executive Producer, and Technical Director of the studio to guide current and future plans for VR development.Nominated to the XR Community of Practice as an expert in VR Programming to advise the HQ Leadership Team on XR related topics. Managed a team of programmers and spent roughly 70% hands-on programming time using C# in Unity (legacy and DOTS) and C++ in Snowdrop (internal engine).Member of the VR 3Cs team on Assassin’s Creed Nexus.Led team to prototype high performance mobile VR engine using pure-ECS with Unity’s DOTS (experimental v0.17) achieving excellent results on the Quest 2 platform. Lead Programmer on the 3Cs team on Splinter Cell VR.Contributed to creation of VR module for internal C++ Snowdrop engine.Lead Programmer on a cutting-edge internal Unity-based package providing the core for quickly prototyping and building VR games. Maintained an 80% average engagement score for reporting hierarchy for 2 years (above company average)Conducted various presentations on Agile and Management topics to members of studio and CoDev -
Vr Designer/Developer/ProducerLucid Dreams Vr, Llc Mar 2016 - May 2022Indie designer and developer of Virtual Reality (VR) experiences. Focusing primarily on highly immersive and intuitive room-scale applications for high-end PC-based VR using Unity and Unreal for the HTC Vive, Oculus Rift, and Windows Mixed Reality devices.Published "Beach Bowling Dream VR" game to Steam in January 2017.Published "The Glen" music experience to WEARVR in January 2018.Contributor of bug reports and pull requests to the SteamVR Unity Plugin GitHub repo maintained by Valve. (e.g., NavMesh Teleport PR: https://github.com/ValveSoftware/steamvr_unity_plugin/pull/303)"VR Fitness" project at Reality Virtually 2019 - MIT's 3rd Annual VR/AR Hackathon. Lead a team of 5 to finish as a Top 8 Finalist out of over 90 teams at Reality Virtually 2019 and awarded Best Use of HTC Vive Trackers. (https://devpost.com/software/vr-fitness) (https://realityvirtuallyhack.com/winners/)Most of my work is small tests & demos created for experimentation purposes, with one "release" project per year. I love learning new things and doing the experiments, but I find that bringing something to the level of polish for a public release is also very rewarding. My test projects are all done free-form and I manage my releases using a Kanban board (Beach Bowling was with sticky notes on a wall and I used Trello for The Glen) with very small prioritized increments, starting with the basic gameplay loops and later moving on to the details.http://luciddreamsvr.com
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Scrummaster / Product Owner / Designer / DeveloperCode Done Right (Independent Development Team, Self-Employed) Jan 2014 - Jan 2022Concept, interface design, business logic, artwork, website, and testing for Volleyball Lineup Tracker, an iPhone/iPad application for Volleyball coaches (over 1000 users worldwide as of January 2017). More information at http://www.luciddreamsvr.com/vblineuptracker/
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Director, Software Development (Sr. Agile Coach & Dev. Manager)Appian Corporation Jun 2014 - Aug 2019Mclean, Virginia, UsMy primary roles were as an Agile Coach for the Interface Designer and CRUI teams, Manager of 10+ software developers using Java, JavaScript, React, and SAIL, and a member of the Engineering leadership team (~30 total direct & indirect reports).As the department grew very quickly, I spearheaded initiatives to decrease the pain involved in scaling and provide scaffolding for continued growth. The largest of these was improving on-boarding education and creation of the Education Guild. Volunteers who are passionate about improving the process worked with me to build out a program where new engineers go through their initial "bootcamp" to cover the basics before they join their squad, then take a set of topic-focused mini-courses specific to their squad's needs over the next 2 months. To make the program sustainable at scale, once engineers have been on-team for 9-12 months, they are expected to create new (or update outdated) mini-courses to feed back into the course library.The second large initiative was to refactor our Career Paths and create formal Promotion Plans. Previously, our teams were run by Dev Managers who were both Agile Coach and HR Manager, a position that ideally requires 10+ years of experience and is difficult to grow from internal personnel. The roles were split so engineers can follow a pure Technical track, Agile Coach track, or Manager track. Making this split let Managers increase focus on talent development and mentoring and eliminated the known conflict of interest of having developers as direct reports of their Scrum Master. It also enables us to grow developers into these roles internally. The creation of the Promotion Plan provides a consistent tool for Managers to recognize and develop talent and promote the right people into the right roles.To increase scalability, I worked with department leadership to reorganize using a model similar to the one presented by Spotify, and currently help to lead our Designer Tribe. -
Director Of Product DevelopmentDynamic Animation Systems Jan 1998 - Jan 2014UsDirector of Product Development 2007 to 2014- Personally responsible for delivering over $20M of product to customers in the US and abroad.- Oversaw entire product suite, mainly focusing on VICE, a high-end virtual reality training system built using the rest of the supporting SDK products.- Executed complete product life-cycle, from concept to market, including: vision, roadmap, development, documentation, QA, pricing, marketing, quotes, and maintenance.- Primary responsibility for product design, architecture, technology integration, and features set using Agile and Iterative Waterfall.- Interfaced with customers to determine needs, deliver products, gather feedback, and provide support.- Supervised small teams of developers, testers, artists, tech writers, and support personnel from daily tasking through the review process as well as disciplinary action and layoffs.- Reported to the Executive VP and worked with the Engineering Division Director and New Business Director as well as other team and project personnel from managers through interns.- Planned, set up, and ran a large (20’x30’ and 30’x60’) marketing booth to demonstrate VICE at numerous military and law enforcement conferences around the US, typically 2-3 times per year.- Hands-on as needed, including testing, code reviews, debugging, and product installation.Principal Software Engineer / Product Manager 2000 to 2007- Manager and lead developer of a small team building a suite of DirectX-based graphics and simulation software SDKs, including ApexSDK, DasIG, Force engine, Phantom engine, and art asset tools.- Lead developer on various simulation software contracts on SGI, PC, and HP platforms.Lead Software Engineer 1998 to 2000- Development of user interface for Course of Action Analysis project for military customer using Java.- Origination of new game concepts, game design documents, concept art and animations.- Producer and lead C++ developer on Pro Beach Volleyball game prototype. -
Product ManagerSaic 1996 - 1998Reston, Va, UsWorked as a Product Manager for various products in the SIMTools family of simulation tools. Managed a small team of developers, terrain/model artists, and technical writers, and provided software development support as needed. -
Lead Vr Application DeveloperVictormaxx Technologies, Inc. 1995 - 1996Worked on the application layer of the AutoDuel concept as a software developer. AutoDuel was intended to be a location based entertainment center based on the Car Wars role playing game. Although it included some very exciting tech (semi-realistic car cockpit on a motion platform, high-end 3D graphics, and a VR head mounted display), funding for completing the concept was never secured so the project was terminated. VictorMaxx no longer exists.
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Simulation Software EngineerGemini Technology, Inc. 1994 - 1995Worked on the OpenGVS product as a software developer. OpenGVS was a software toolkit for real-time simulation, including 3D graphics, 3D sound, etc. Lead developer on SoundView, a customer project for visualizing noise patterns for various aircraft types and their flight patterns for the SeaTac airport in Seattle, WA. Gemini has since been purchased by Quantum 3D and no longer exists.
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Vr ProgrammerUs Naval Research Lab 1992 - 1994Worked in virtual reality research lab in the ENEWS group as a CO-OP doing software development utilizing Silicon Graphics workstations, cutting edge VR equipment (HMDs, Data Gloves, Magnetic Trackers, Spatialized Audio, etc.).
Dale Newcomb, Jr. Skills
Dale Newcomb, Jr. Education Details
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University Of MarylandComputer Science -
George Mason UniversityComp Sci -
Seneca Valley High School
Frequently Asked Questions about Dale Newcomb, Jr.
What company does Dale Newcomb, Jr. work for?
Dale Newcomb, Jr. works for Owlchemy Labs
What is Dale Newcomb, Jr.'s role at the current company?
Dale Newcomb, Jr.'s current role is Technical Director making great VR games at Owlchemy Labs.
What is Dale Newcomb, Jr.'s email address?
Dale Newcomb, Jr.'s email address is da****@****zon.net
What is Dale Newcomb, Jr.'s direct phone number?
Dale Newcomb, Jr.'s direct phone number is +157129*****
What schools did Dale Newcomb, Jr. attend?
Dale Newcomb, Jr. attended University Of Maryland, George Mason University, Seneca Valley High School.
What are some of Dale Newcomb, Jr.'s interests?
Dale Newcomb, Jr. has interest in Volleyball, Virtual/augmented Reality, Children, Technology Singularity, Disruptive Technology, Video Games.
What skills is Dale Newcomb, Jr. known for?
Dale Newcomb, Jr. has skills like Software Development, Agile Methodologies, Team Leadership, Virtual Reality, Software Engineering, Software Design, Scrum, Certified Scrum Master Csm, C++, Software Project Management, Team Building, Management.
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