Andy Klein
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Andy Klein Email & Phone Number

Principal Mixed Reality Designer at Microsoft at Microsoft
Location: Vancouver, British Columbia, Canada 11 work roles 1 school
2 work emails found @microsoft.com LinkedIn matched
✓ Verified July 2026 4 data sources Profile completeness 86%

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Current company
Role
Principal Mixed Reality Designer at Microsoft
Location
Vancouver, British Columbia, Canada
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Andy Klein is listed as Principal Mixed Reality Designer at Microsoft at Microsoft, a with 189892 employees, based in Vancouver, British Columbia, Canada. AeroLeads shows a work email signal at microsoft.com and a matched LinkedIn profile for Andy Klein.

Andy Klein previously worked as Principal Mixed Reality Designer at Microsoft and Mixed Reality Designer at Microsoft. Andy Klein holds Associate Of Science (As), Computer Animation from Full Sail University.

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Profile bio

About Andy Klein

My Professional Objectives:Perpetual growth as an artist, designer, developer, collaborator, and leader. I aim to leverage my expertise in 3D graphics towards the advancement and normalization of human-computer-environment interactions. I seek and create clarity and group confidence for evolving emerging products across device form factors, from 3D volumetric computing to accessible 3D applications on 2D screens. With a perpetual focus on elegant solutions through ingenuity and originality, I thrive when championing collaborative best practices to promote success in myself, my peers, and our products.skills* design* 3D expert* enthusiasm* visual effects* user experience* tools n workflows* shading and lightingpersonas* artist* creator* listener* sketcher* designer* presenter* prototyper* collaborator* experimenter* demonstrator* expert speaker* troubleshooterinterests* space* drawing* dinosaurs* education* mechanics* interactivity* mixed reality* mountaineering* emerging technologies* real time data acquisition* virtual and augmented realityMy Personal Perspective:I've included a few videos and thoughts on life and mountaineering to help me express the interconnections of nature which inspire me so deeply.

Current workplace

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Microsoft
Microsoft
Principal Mixed Reality Designer at Microsoft
redmond, washington, united states
Website
Employees
189892
AeroLeads page
11 roles

Andy Klein work experience

A career timeline built from the work history available for this profile.

Principal Mixed Reality Designer

Current

Vancouver, British Columbia, Canada

I build MR Apps for business and education, focusing on experience design for Dynamics 365 Guides & Remote Assist. Guides enables creation of step-by-step 3D holographic instructions saved to the real world - like an immersive schematic diagram. Gaze interactions enable people to learn by doing when their hands are full working on systems of overwhelming complexity. Remote Assist is a holographic video conferencing tool for sharing the holographic view, traditional files, and collaborative 3D annotation of the real world. Using Remote Assist connects people through Teams meetings across phones, desktops, and HoloLens headsets.I visit customers in industries including aerospace, natural resources, automotive manufacturing, biotech, pharmaceuticals, and higher education; to understand their processes and meet their needs. I design holographic interfaces & influence platform technologies through feedback and requirements to empower my real-world mixed reality customers.I work on unannounced features and products.

Aug 2021 - Present

Mixed Reality Designer

Vancouver, British Columbia, Canada

For HoloLens 2 I've focused on systems designs leveraging fully articulated hand tracking, enabling users to reach out and touch holograms as if they were real objects. We have incorporated easy-authoring concepts for hand detection triggers, allowing anyone to create step by step instructions which recognize what a user is doing and move them forward or bring them to corrective steps to increase their efficiency and understanding of complex physical procedures.As Senior Designer at Microsoft Vancouver, I've contributed to a variety of other projects which aim to make 3D for everyone. This work included early design input on 3D brushes in Paint 3D, screen-based 3D mixed reality features compatible on all Windows 10 devices with a monocular rgb camera, and 3D workflows in Office products like PowerPoint. Additionally, I've contributed patented designs for 3D object support directly in the Windows 10 operating system, including file explorer preview for all common 3D file types.

Jul 2015 - Aug 2021

Vfx Director - Hololens

Redmond Washington

While working for Microsoft's State of the Art studio, I helped develop applications for HoloLens. These collaborative projects included work with NASA, the NFL, and other industry and enterprise partners. My most significant contributions applied to Destination: Mars and included supervising the holographic capture of Buzz Aldrin, astronaut, and Erisa Hines, rover driver, for the world's first multi-user HoloLens museum exhibit at NASA's Kennedy Space Center. Destination:Mars is a spin-off from our holographic NASA tool OnSight. It enables 8 people to simultaneously walk on the surface Mars, just like a NASA scientist, experiencing the cutting edge of interplanetary space exploration. I was the design and experience lead for the project.

Jul 2015 - Jul 2016

Founder

Current

Vancouver, British Columbia, Canada

In 2020, I wanted to be seeing clearly about following my heart to explore ideas at the intersection of art & technology. I have had the honor to learn and grow and thrive in corporate cultures for 20 years, but always in pursuit of projects and concepts motivated by business out of my control. Slimecorp is a way for me to document and explore 3D and augmented reality in a way that let's my imagination do the work. I can feel free to explore anything I want. It's just for fun. For smiles. An entire corporation built and running on smiles. It's a passion project with no pressure. I named the company this way to remind myself and those whom spend time with me not to take anything too seriously. Smiles crop up while working hard on something which is not hardly work at all. In time, I will ship software of my own design, it's in constant development, but for now I share informational and entertainment based augmented reality videos on YouTube and other social media channels. Mostly YouTube.

Jan 2020 - Present

Vfx Director - Frostbite Engine

Ea Canada

For the past several years I've facilitated the adoption and adaptation of Frostbite to suit the needs of almost all of EA's major franchises: Need for Speed at Ghost and Criterion, Dragon Age and Mass Effect at BioWare, Mirrors Edge and Star Wars Battlefront at DICE, Battlefield Hardline at Visceral, Plants VS Zombies at PopCap Vancouver, PGA Tour at EA Sports Tiburon, and more - I've been working with awesome teams on awesome challenges! Being a creative on the Frostbite engine team was a bigger job than anyone anticipated; my contributions have spanned far beyond the scope of VFX. We've been pushing the boundaries of how our engine can be used, and I really enjoy this opportunity and responsibility. From virtual reality to motion capture or mobile platforms; it's very interesting working on core technologies and this is one of my primary goals - to ensure Frostbite can lead in VFX runtime and workflows across all known and emerging applications. I've recently been freed up to focus on my domain expertise as the VFX Director for Frostbite, addressing these things and more!Frostbite VFX workflows include emitter systems and particles, volumetric rendering, dynamic/deformable/destructible objects, post effects, dynamic lights, lens flares, skies and more. I work together with our Rendering, Animation, Physics, Editor, Core, and Content sub-teams on the Frostbite Team; striving for a clear, concise, consistent workflow ideal. I communicate often with VFX and technical art leaders on Frostbite game teams to understand, prioritize, and rationalize their use cases to find unified solutions which meet their demands. Facilitating the integration of custom game team technologies has been a unique challenge and I've developed a strong and open international community of VFX artists and programmers, which helps a lot when it comes to alignment with a dozen diverse projects developed at EA studios around the world.

Nov 2014 - Jun 2015

Senior Vfx Artist - Frostbite Engine

Ea Canada

I proposed and gained validation for a new role: I joined the Frostbite engine team as the first content developer in the group. The core tenants of the role include inspiring and motivating artists around the world with next generation visual effects and particle simulation, cinematic workflows, physics and constraints, destruction behaviors, new tool features, example data, tech demos, content support for teams using the engine, and much more! It's a dream come true! A major part of this role included improvement in community collaboration mechanisms, and my leadership in this space has been critical to helping Frostbite engine technology to be leveraged positively across the organization. Through on-sites and subsequent documentation and communication, I've provided a human touch to the mechanisms we use to integrate technology from our game teams back to our core code base for use across the company.

Aug 2012 - Nov 2014

Senior Vfx Artist

Ea Blackbox

pipeline/workflow developmenthavok physics authoringparticle simulationpre-visualizationdocumentationdestructionsupport

Oct 2008 - Aug 2012

Vfx Artist

Ea Blackbox

Executed world destruction.Simulated particle effects and animations.Generation and behavioral execution of physics controlled objects.Sequenced complex fragmentation events for crashes and pursuit breakers.

Jan 2008 - Oct 2008

Vfx Technical Art Director

Ea Chicago

Maintained unified particle pipeline across multiple projects.Managed music based effect and event sequencing.Extended proprietary tool to meet artistic vision.Defined technical artist workflows.

Jan 2007 - Nov 2007

Associate Vfx Artist

Ea Chicago

Created hundreds of next generation visual effects.Emissive surface export and ownership.Light glows and camera flashes.Particle sim and anim.Event sequencing.Fire and smoke.Distortion.

Oct 2005 - Jan 2007

Assistant Environment Modeler

Ea Chicago

Modeled and UV'd optimal yet aesthetically pleasing polygonal props.Textured assets using both photo reference and hand painted techniques.Traveled for on-location photogrametry and executed subsequent asset clean up.

Sep 2005 - Oct 2005
Team & coworkers

Colleagues at Microsoft

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1 education record

Andy Klein education

FAQ

Frequently asked questions about Andy Klein

Quick answers generated from the profile data available on this page.

What company does Andy Klein work for?

Andy Klein works for Microsoft.

What is Andy Klein's role at Microsoft?

Andy Klein is listed as Principal Mixed Reality Designer at Microsoft at Microsoft.

What is Andy Klein's email address?

AeroLeads has found 2 work email signals at @microsoft.com for Andy Klein at Microsoft.

Where is Andy Klein based?

Andy Klein is based in Vancouver, British Columbia, Canada while working with Microsoft.

What companies has Andy Klein worked for?

Andy Klein has worked for Microsoft, Slimecorp, Ea Canada, Ea Blackbox, and Ea Chicago.

Who are Andy Klein's colleagues at Microsoft?

Andy Klein's colleagues at Microsoft include Гаухар Абдрахманова, Tanya Sharma, Hasan Mahmud, Patrick Su, and Chester Steven.

How can I contact Andy Klein?

You can use AeroLeads to view verified contact signals for Andy Klein at Microsoft, including work email, phone, and LinkedIn data when available.

What schools did Andy Klein attend?

Andy Klein holds Associate Of Science (As), Computer Animation from Full Sail University.

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