Michael B.

Michael B. Email and Phone Number

Unity Certified Game Developer @
Michael B.'s Location
Bentonville, Arkansas, United States, United States
About Michael B.

At the forefront of XR development, Michael Bagley’s current focus lies in pioneering a unity asset that can assist in creation of virtual reality technologies and full-stack development environments. His expertise in VR is complemented by a foundation in game networking, particularly with Photon PUN, Fusion, Mirror and NetCode. All his skills are honed through the creation of VR learning software and engaging game applications, especially in multi-player environments.His roles at various clients have involved mentoring junior developers, shaping project architecture, and ensuring robust source control. Michael creates teams that are committed to pushing the boundaries of XR, leveraging platforms like VIVE and META QUEST to deliver immersive experiences and drive innovation in the field.Michael Bagley is a Senior XR Developer and Team Lead with a passion for crafting immersive virtual experiences. His XR development is marked by a strong foundation in both console and arcade gaming. Michael’s leadership shines in his ability to mentor teams through intricate coding challenges and his strategic use of analytics to drive development decisions. He holds a Unity Associate Game Developer certificate, underscoring his proficiency in Unity 3D and his ability to create engaging and high-quality games. His expertise is further highlighted by multiple HoloLens certifications.In the fast-paced world of technology, he stays agile, managing projects with precision and optimizing performance across platforms. His intuitive and modular user interfaces are the product of a data-driven approach. Michael’s proficiency in API development and SDK integration results in clear, concise, and effective code.With a comprehensive understanding of programming languages like C# and tools such as Unity 3D, Michael’s technical expertise is vast and constantly expanding. His portfolio showcases his skill in turning innovative concepts into market-ready products.Achievements in working with the team on Wii, XBOX360, and PS3 memory card system for Monopoly Streets. The system passed all three certifications on the first pass.Arcade systems too including the LANZone, MegaRCade, System98 and Simpsons Bowling.I have been both the lead at times and a senior developer as well. In any role I am in I lead by example; I work hard to unblock issues that come up and I always help my teammates when I am looking for more to do. I work well in a scrum environment, and I am consistently on time with my deliverables.I love making games even more than I love to play them.

Michael B.'s Current Company Details
Confidential Clients

Confidential Clients

Unity Certified Game Developer
Michael B. Work Experience Details
  • Confidential Clients
    Senior Team Lead
    Confidential Clients Mar 2020 - Present
    United States
    Spearheaded VR Training Initiatives: Utilizing Oculus and Meta Quest platforms, I enhanced immersive learning experiences, making training more engaging and effective.Engineered Cross-Platform XR Applications: Developed applications for HoloLens 2, Vive, iOS, Android, and web using JavaScript, ensuring a seamless experience across different devices.Developed Advanced Vector Thrust Algorithms: Created realistic vehicle simulations by utilizing gravity and rigid body physics, pushing the boundaries of what’s possible in XR.Collaborated on Multiplayer Networking: Worked with Mirror, PUN, and Fusion to create robust multiplayer environments, and managed backend services using Node.js and APIs.Server Configuration Administration: Managed cloud infrastructure on AWS EC2, LightSail, and Linux hosts, ensuring reliable and scalable server configurations.Achieved Millisecond-Level Optimization: Refactored network code to utilize short data structures over floats, significantly improving hand tracking performance.Implemented Unity Package for UI Customization: Facilitated seamless menu interactions across various platforms by developing a customizable Unity package.Transformed Boilerplate Code: Created efficient, reusable design patterns, reducing development cycles and minimizing bugs.Refined Menu Systems and RESTful Interfaces: Streamlined information delivery in applications, improving code efficiency and reliability.
  • Marxent Labs
    Senior Product Developer
    Marxent Labs Oct 2016 - Oct 2019
    United States
    I worked on porting iOS systems to UWP.I was the product engineer for:Midmark iOSMidmark UWPHeavvy Pumps (Toyo) iOSHologic iOSNetapp iOSUSG iOSDeloitte iOSDeloitte WebGLJohnny Appleseed iOSLovesac iOSMaintained Legacy VR/AR Applications: Ensured the ongoing functionality and user engagement of more than a dozen applications for iOS, Vive, and PC.Established Tailored Build Processes: Created build processes customized for multi-client branding and identifiers, making deployment across diverse portfolios more efficient.Pioneered Automated Build Systems: Developed an automated build system for new client projects, reducing setup time from two days to mere seconds.Developed Client-Facing Web Portal: Enabled access to data analytics and project overviews through a web portal, enhancing client transparency and satisfaction.Successfully Ported Applications: Demonstrated versatility and technical proficiency by porting applications across iOS, Android, and .Net platforms.
  • Confidential Clients
    Senior Software Developer
    Confidential Clients Nov 2013 - Sep 2016
    United States
    Engineered Board Game Mechanics: Seamlessly integrated 2D and 3D elements for Flash 3D games on Facebook, creating engaging and dynamic gameplay experiences.Devised Intricate Battle Card and Tile Game Mechanics: Infused traditional card game strategies with innovative gameplay twists, enhancing player engagement and strategy.Originated Racing Game Mechanics: Developed immersive in-room racing experiences using a series of projectors, setting a new standard for entertainment.Educated Aspiring Game Developers: Taught Unreal Engine 4 classes, covering Level 101 (inputs and camera mechanics) and Level 201 (AI learning), helping to shape the next generation of game developers.These projects showcase my ability to innovate and educate, driving the development of engaging and high-quality games. If you’re interested in collaborating or employing my skills, feel free to reach out!Innovative Game Mechanics and Developer Education I’ve had the opportunity to work on a variety of exciting projects that blend creativity with technical expertise. Here are some highlights: Engineered Board Game Mechanics: Seamlessly integrated 2D and 3D elements for Flash 3D games on Facebook, creating engaging and dynamic gameplay experiences. Devised Intricate Battle Card and Tile Game Mechanics: Infused traditional card game strategies with innovative gameplay twists, enhancing player engagement and strategy. Originated Racing Game Mechanics: Developed immersive in-room racing experiences using a series of projectors, setting a new standard for entertainment. Educated Aspiring Game Developers: Taught Unreal Engine 4 classes, covering Level 101 (inputs and camera mechanics) and Level 201 (AI learning), helping to shape the next generation of game developers. These projects showcase my ability to innovate and educate, driving the development of engaging and high-quality games.
  • Electronic Arts
    Software Engineer Se3
    Electronic Arts Nov 2006 - Oct 2013
    Easl
    Electronic Arts designs and develops a multitude of games for Consoles and PC. Actively communicated and conveyed information and ideas to and from other team members. Transferred knowledge from one individual to others by means of mentoring, training, documentation, and other collaboration. I led by example in mentoring and coaching including inspiring others in a shared vision of working together moving the process of development toward milestones and objectives. Engineered software with the disciplines concerned in creating and maintaining software applications, video games and tools by applying technologies and practices from computer science, project management, engineering, application domains, and other fields. Responsibilities also included:Gameplay scripting, engine level coding, tools for Sims3 Expansion Packs.Gameplay scripting, engine level coding, touch and mouse camera, dual screen UI for Sims3 3DS Pets.Senior Engineer for XBOX360 / PS3 / Wii Memory card and profile system for Monopoly Streets. This system passed all three certifications on the first pass.Camera head tracking, finite state machine and FSM tool, gameplay programming for Monopoly Streets.Gameplay, dart ballistic and robot AI programming for both Nerf Strike titles.Confidence System and UI programming for Tiger Woods 08 PCBug fixing for The Godfather Black Hand Wii.TITLES BROUGHT TO MARKET: Into The Future - Sims3 PC 2013 Island Paradise - Sims3 PC 2013 University Life - Sims3 PC 2013 Supernatural - Sims3 PC 2012 Showtime – Sims3 PC 2012 Pets – Sims3 3DS 2011 Monopoly Streets PC / XBOX360 / PS3 2010 Nerf N Strike Elite Wii 2009 Nerf N Strike Wii 2008 Tiger Woods Golf PC 2008 Godfather Black Hand Wii 2007
  • Confidential Clients
    Software Engineer
    Confidential Clients Mar 2002 - Oct 2006
    United States
    iverse Game Development and Industry RecognitionMy career has spanned a wide range of game development projects across various platforms and devices. Here are some key highlights:Developed a Variety of Games: Created games for PC, consoles, and arcade platforms, showcasing versatility and technical proficiency.Prototyped a VR Application: Used open-source Quake with the Polhemus Patriot system to develop an innovative VR application.Created a Casino Slot Machine: Developed a fully functional casino slot machine, complete with a pay line system, which is still available for demonstration.Lead Developer for MegaRcade and LANZone Kiosk Cabinets: Led the development of these cabinets using Nvidia N-Force and Windows XP Embedded, showcased at AMOA 2002.Arcade Titles: Worked on several notable arcade titles, including MegaRcade, LanZone Kiosk, Gladius Slots, Simpsons Bowling, and Metro Touch 2000.Featured Work: My leadership and development work for arcade and cyber cafe systems have been featured in:Play Meter Magazine, Title: “Coin Opportunity”, July 2003.Play Meter Magazine, Title: “A New Culture”, April 2003.

Frequently Asked Questions about Michael B.

What company does Michael B. work for?

Michael B. works for Confidential Clients

What is Michael B.'s role at the current company?

Michael B.'s current role is Unity Certified Game Developer.

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