Software Engineer
CurrentAvatar SDK(2020-2021)• Joined the new Avatar SDK 2 team, mostly as an optimizer. Graphics and CPU.VrShell Input(2019-2020)• Tech lead on new VrShell Input team.• Mostly working on the new hand interaction model for VrShell• Also supporting controllers• Mentoring team membersAvatar SDK(2018-2019)• On this team briefly. Ported SDK 1 to 64 bit, created new native samples.Venues 1(2017-2018)• Another attempt at a large scale social experience. Supported 150 users in a single experience.• Based on Stadium tech I previously worked on. • I spent almost all of my time on this project on Avatar rendering. I was able to optimize the Avatar rendering to support 512 visible avatars on an GearVR/Galaxy S6 headset.VrShell (2016-2017)• The new System Software for GearVR and Go(still used on Quest today).• Another project that I touched almost every system. Graphics, sound, optimization, systems.Stadium(2016)• A never released project experimenting with large scale social experiences. Started by me and one other Engineer as an experiment.• I mostly worked on the client side, primarily performance optimization to achieve the goal of 1024 users in a single experience.• Also did some optimization on the backend server tech.Social Beta(2015-2016)• Small project, Oculus's first social experience for GearVR. • I worked on everything for these projects, graphics, sound, platform, even pushing builds to the store.• I mostly worked on Social Trivia, and another unreleased game for the system.