Marc Mccall Email and Phone Number
Marc Mccall work email
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Marc Mccall personal email
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Magic Leap alumni22 years of professional experience in software development, visual effects, animation & design.C++/C# - Unity - Mel/Maya SDK - MaxScript/3DSMax SDK - CG/HLSL - Photoshop - Unreal - Graphics Tools - A/V
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Magic LeapFort Lauderdale, Fl, Us -
Sr. Software EngineerMagic Leap Jun 2023 - PresentPlantation, Florida, Us -
Sr. R&D Software EngineerWave Jun 2020 - Apr 2023Los Angeles, California, Us -
Sr. Software Engineer, Interaction PrototyperMagic Leap Apr 2016 - Apr 2020Plantation, Florida, UsGeneralist programmer and Unity rapid prototyper. AR development with a focus on graphics, networking, input/interactions, dynamic geometry, UI, input interactions, gameplay mechanics and shader development. Responsibilities included seeding original interaction concepts in both consumer and enterprise areas developing prototypes. Proving out interaction concepts. Perform end-to-end testing of new platform features as SDK team brought them online. for Magic Leap’s most popular enterprise prototype, called SpaceBridge, demonstrated at CES 2019:https://gizmodo.com/wacom-showed-me-the-first-good-reason-to-buy-the-magic-1831582844During my employment, I was the sole author on 5 patents and co-author of one additional patent. -
Sr. Technical ArtistRed 5 Studios May 2010 - Feb 2016Irvine, Ca, UsEngine programming (FXLib), R&D, HLSL, Tools, pipeline development and support, FX animation & design -
Resident Visual ArtistAvalon Hollywood Dec 2006 - Mar 2011Resident VJ, video stage production
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Lead ProgrammerVisual Media Systems Sep 2005 - May 2010directed the development of Xnth Visual Software from concept to commercial software release in 2009. I am the resident VJ at the Avalon Nightclub in Hollywood California where I use Xnth to run the live video show.
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Special Fx ArtistSpark Unlimited Aug 2009 - Dec 2009Sherman Oaks, Ca, UsSpecial FX Artist during pre-production of the Vertical Slice Demo of an unannounced project -
Visual Fx Programmer/ArtistNaked Sky Entertainment Oct 2008 - Apr 2009Los Angeles, Ca, UsDesigned and engineered particle system engine code in C++ for Naked Sky's proprietary Nimbus engine. Coded additional functionality into the Nimbus editor. HLSL vertex shader programming for generating particle quads. Designed look and feel of visual effects in Star Trek D.A.C., managed and created game assets. Designed custom effect textures used for particle systems.Designed custom material shaders using our proprietary node-based visual editor. -
Software EngineerEvolvision May 2008 - Sep 2008Worked on a new derivative product based on the Xnth core called, DCS (Dimensional Control System). DCS development was commissioned by Aram Electronics in Tel Aviv and developed at the offices of Evolvision in Amstelveen, The Netherlands.
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Technical ArtistNovalogic Mar 2008 - May 2008Worked on a short-term contract during the pre-production phase of a new Delta Force video-game title. Utilizing their proprietary tools and technology, was responsible for creating new polished environmental FX. Made design contributions to the engine's rendering and animation capabilities resulting in significant improvements to visual quality of the particle effects engine.
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Lead Special Fx ArtistTreyarch Sep 2006 - Dec 2007Los Angeles, California, UsQuantum of Solice -
Software EngineerGenuine Games Jun 2004 - Sep 2005UsDesigned, implemented and integrated a complete special-effects system, including memory management and in-game editing tools. Interfaced with level designers in order to assess asset requirements for each mission. Designed and implemented a multi-layer effect packaging and triggering scheme that allowed for extremely simple but powerful loading and triggering of complex multi-layered effects from code or script. Designed all special effects used in Bulletproof using the in-game editor. -
Software Engineer, Visual FxThe Collective Feb 2000 - Sep 2002Special FX Architecture for Slayer Engine, Special FX Design and Animation for 'Buffy the Vampire Slayer' and 'Indiana Jones and the Emperor's Tomb'
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Cgi & Visual Communication SpecialistExponent Inc. Apr 1995 - Feb 2000Menlo Park, Ca, UsHeaded the Graphics & Animation practice at the Los Angeles regional office. Supported LA and other regional offices' needs for technical diagrams, animation, video editing and graphic design of forensic data for presentation in high-profile litigation cases.
Marc Mccall Skills
Marc Mccall Education Details
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Itt Technical InstituteComputer Aided Drafting And Design Program
Frequently Asked Questions about Marc Mccall
What company does Marc Mccall work for?
Marc Mccall works for Magic Leap
What is Marc Mccall's role at the current company?
Marc Mccall's current role is Software Engineer, MR/VR, Prototyping & Visual FX.
What is Marc Mccall's email address?
Marc Mccall's email address is en****@****ail.com
What schools did Marc Mccall attend?
Marc Mccall attended Itt Technical Institute.
What are some of Marc Mccall's interests?
Marc Mccall has interest in Children, Physics, Politics, Education, Arts And Culture, Vjing, Music, Science And Technology, Disaster And Humanitarian Relief, Human Rights.
What skills is Marc Mccall known for?
Marc Mccall has skills like Video Games, Shaders, Game Development, Animation, Texturing, Game Design, Particle Effects, Computer Games, Ps3, Mmorpg, Xbox 360, Computer Graphics.
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