Dan Holbert work email
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Dan Holbert personal email
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-Worked on 7 game titles that shipped on PS4, Xbox One, PS3, Xbox 360, Switch, and PC-Experienced with Unity, Unreal Engine 3, and proprietary engines (Source 2 and Call of Duty)-Proficient in C/C++ and C#-Extensive experience in gameplay, real-time rendering, game engine, and tools development-Managed a cross-disciplinary team to ship an indie game on Xbox One, PS4, Switch, and PC-A customer-driven focus to serve the needs of artists and designers-Taught real-time rendering for OpenGL at university levelI'm a versatile game developer who has worked in AAA, AA, and indie settings. My career has also brought me into some non-game development, including building art tools at Unity, AR/VR applications at Microsoft, and Steam at Valve.I also have an independent game development company, Dissident Logic. Through this company, I have led a cross-disciplinary team to develop and publish the independent title Paperbound on four platforms. I was responsible for all game design, programming, team management, and publishing, as well as playing a role in promotion and art and sound design. I also provided contract-based development services for Unity-based gameshttp://www.dissidentlogic.comI have a very strong knowledge of GPUs and 3D math and presented a novel method for improving the quality of shadow mapping (Normal Offset biasing technique) at the Game Developers Conference in 2011.
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Sr Engine ProgrammerAnother Axiom Oct 2023 - Present -
Game Designer And Software EngineerDissident Logic Aug 2013 - Present-Developed a video game (Paperbound) from ideation to shipping on PS4, Xbox One, Switch, and PC using custom engine written from scratch on top of XNA game framework-Formed and managed a geographically-dispersed, multidisciplinary team to build and release Paperbound-Managed remote developer team porting Paperbound from XNA to Unity-Wrote 2D, polygonal collision detection and solver and convex decomposition tool-Created level editor from scratch-Secured platform partnerships with console platforms and obtained media coverage-Working as a contractor, optimized Saturnalia, improving their lighting and draw call performance and implementing screen-space reflections in a highly-stylized game-Fixed visual issues with object highlighting system-Used compute shaders to simulate planetary atmosphere and oceans in a game prototype
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Game Dev Software EngineerValve Corporation Jul 2022 - Jul 2023Bellevue, Wa, Us-Built experimental gameplay features and corresponding rendering techniques in Source 2 engine-Implemented “Find Games to Play with Friends” feature in Steam-Fixed display scaling issues in Steam that involved inter-process communication-Learned React and contributed to Steam’s New Big Picture Mode and refreshed desktop U -
Senior Software EngineerUnity Technologies Jan 2021 - Jul 2022San Francisco, Us-Worked on Unity ArtEngine and other art creation tools-Researched and prototyped geometry generation tools using compute shaders with the goal of helping artists to reshape photogrammetry meshes for use in different scenes-Initiated and facilitated discussions with external AAA game artists to understand their needs and workflows in order to build tools for them-As part of a team, separated GUI and business logic code in order to create command-line interface for Unity ArtEngine for use in material photogrammetry pipeline-Educated developer and product teams on the practice of game art creation-Learned Google Cloud Platform and implemented cloud image processing service -
Senior Software Development EngineerMicrosoft Dec 2015 - Jul 2018Redmond, Washington, Us-Worked on a team to develop a mixed reality AR/VR app (Microsoft Layout) for HoloLens and VR which allowed users to view assets in the context of their real-world space-Architected major systems such as MVC representation suitable for multi-user experience-Prototyped novel AR/VR interaction method for aligning digital and real-world versions of a room-Developed algorithm to solve for the intersections of user-specified walls to create complete rooms of arbitrary shape-Implemented conversion of 2D data imported from Visio format to our 3D room representation-Worked with other disciplines to understand product usage and customer needs-Implemented projector effect using dynamic depth texture-Spearheaded use of unit testing in Unity project -
Contract DeveloperBartlet Jones Supernatural Detective Agency Oct 2014 - Nov 2015San Diego, Us-Wrote stylized shaders for environment assets and post-processing-Optimized rendering performance by merging static meshes and and updating shaders to handle lightmapping and flipbook animations in merged meshes-Optimized shaders for PS4-Created character creation tool for an in-house tech artist to use, placing all the necessary sub-objects in a character rig-Re-wrote 3rd-person camera collision system to make a previously buggy system now work smoothly-Worked on weapon selection UI and shaders -
Senior Engine ProgrammerHigh Moon Studios Sep 2007 - Aug 2013Carlsbad, Ca, Us-Contributed to Call of Duty: Advanced Warfare, Transformers: Cybertron series, and The Bourne Conspiracy-Researched material blending techniques-Researched custom resolve anti-aliasing techniques-Invented novel “normal offset” shadow mapping technique (GDC poster) to nearly eliminate shadow mapping acne for vehicles-Built custom tools for in-house FX artist including complex parenting and override system, trail and beam rendering, particle polygon shape optimization, overdraw visualization, deferred particle rendering, particle lighting system, electric arc tech, and data packing and loading for console memory optimization-Assisted level designers in optimizing levels-Wrote PS3 SPU modules for particle simulation-Profiled and optimized shaders for console-Fixed numerous Unreal engine bugs, including tricky multithreading issues -
Graphics Programming InstructorThe Art Institutes Aug 2011 - May 2012Atlanta, Georgia, Us-Developed new curriculum in real-time rendering using OpenGL, GLSL, and C++-Taught introductory and subsequent course on bringing students from no knowledge to being able to implement lighting, normal mapping, shadow mapping, and deferred rendering, leading to industry careers for students -
Graphics Programmer (Rockstar New England)Mad Doc Software Aug 2006 - Aug 2007Us-Implemented shader variant management and LOD systems-Created tools, rendering techniques, and systems in collaboration with an FX artist-Implemented dynamic weather system, including simulation, rain rendering, and terrain shaders-Implemented grass foliage system and authoring tool -
Software Development InternAti Jan 2005 - Jul 2006-Performed novel research on face detection using GPUs prior to the advent of compute shaders-Used shader assembly language to overcome limitations of shader compilers at the time-Ported tests for GPU hardware
Dan Holbert Skills
Dan Holbert Education Details
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University Of Central FloridaComputer Science -
Forest High School
Frequently Asked Questions about Dan Holbert
What company does Dan Holbert work for?
Dan Holbert works for Another Axiom
What is Dan Holbert's role at the current company?
Dan Holbert's current role is Game Software Engineer.
What is Dan Holbert's email address?
Dan Holbert's email address is da****@****hoo.com
What schools did Dan Holbert attend?
Dan Holbert attended University Of Central Florida, Forest High School.
What are some of Dan Holbert's interests?
Dan Holbert has interest in Children, Civil Rights And Social Action, Disaster And Humanitarian Relief, Human Rights, Animal Welfare.
What skills is Dan Holbert known for?
Dan Holbert has skills like Xbox 360, Game Development, Perforce, Ps3, Video Games, Unreal Engine 3, Console, Gameplay, Game Programming, Directx, Level Design, Multiplayer.
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