Robert Mobbs
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Robert Mobbs Email & Phone Number

Senior Unreal Developer at Day Off Interactive
Location: San Antonio, Texas, United States 13 work roles 1 school
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Current company
Role
Senior Unreal Developer
Location
San Antonio, Texas, United States
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Who is Robert Mobbs? Overview

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Robert Mobbs is listed as Senior Unreal Developer at Day Off Interactive, a with 8 employees, based in San Antonio, Texas, United States. AeroLeads shows a matched LinkedIn profile for Robert Mobbs.

Robert Mobbs previously worked as Distinguished Software Engineer at Magic Leap and Distinguished Software Engineer at The Meta. Robert Mobbs holds Bachelor Of Science, Computer Science from Seattle University.

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Email format at Day Off Interactive

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Day Off Interactive

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Profile bio

About Robert Mobbs

• Expertise with Unreal Engine• Extensive experience developing proprietary game engines, technology, and gameplay• Experienced as a manager of large and small teams, including scheduling, coordination with other departments, and acting as a mentor for other programmers• Adaptable, diligent, and self-directed problem-solver • Excellent communication, presentation, organization, and leadership skills• Shipped titles on several generations of console and PC hardware• Excellent command of C/C++; experienced with C#, Lua, Python, and other languages

Listed skills include Game Development, Gameplay, Video Games, Multiplayer, and 10 others.

Current workplace

Robert Mobbs's current company

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Day Off Interactive
Day Off Interactive
Senior Unreal Developer
San Antonio, TX, US
Website
Employees
8
AeroLeads page
13 roles

Robert Mobbs work experience

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

Distinguished Software Engineer

Plantation, Florida, Us

• Modified Unreal Engine 5 to support the Magic Leap 2 OpenXR platform• Designed and authored all Magic Leap 2 OpenXR Unreal 5 plugins, examples, and tests• Managed custom source fork of Unreal Engine and coordinated with Epic to integrate modifications into main

Distinguished Software Engineer

San Francisco, California, Us

Architect and programmer of KovaaK's Map Creator, an in-game editor that allows users to create their own KovaaK levels and modify legacy levels (Unreal Engine 4.26).

Jun 2020 - Aug 2022

Principal Software Engineer

Plantation, Florida, Us

• Led development of Magic Leap branch of Unreal Engine 4• Led development of Magicverse for UE4 (Android and iOS)• Managed an international team of direct reports and contractors• Implemented numerous systems and feature integrations including custom rendering pipeline, world meshing, and plane detection• Supported teams developing UE4 content for Magic Leap including Undersea, Ready Player One, PORGs, and Abductor

Jul 2018 - May 2020

Technical Director

Plantation, Florida, Us

• Technical direction of SDK from first product-equivalent hardware to public release• Management of, initially, nine direct reports working both locally and remotely. Eventually grew the team to more than twenty people and promoted five programmers to senior and lead roles• Primary architect of SDK C APIs and their integrations in Unity and Unreal Engine 4• Defined product roadmap and acted as representative of SDK to both internal and external teams• As an individual contributor implemented platform functionality end-to-end including integration with various third-party engines

Nov 2016 - Jul 2018

Senior Software Engineer

Seattle, Wa, Us

• Founding member of Amazon’s Lumberyard team• Evaluated third-party software and participated in licensing, outsourcing and acquisition• Designed and implemented core Lumberyard technology and tools

Oct 2013 - May 2016

Senior Software Engineer

Redmond, Washington, Us

• Development of HoloLens platform and game/application prototypes in Unity and Unreal 3• Implementation of computer vision algorithms for limb/gesture detection• Design and development of gameplay systems, core technology, and motion/gesture filters for Kinect Star Wars• Gameplay and systems development for Kinect Fun Labs using proprietary technology and Unreal 3

Apr 2011 - Oct 2013

Senior Gameplay Programmer

Burbank, Ca, Us

• Core systems and gameplay for Resistance 3 including invention and implementation of solutions to allow gameplay on moving surfaces such as boats and trains. • Designed and developed all aspects of open-world space exploration and combat levels in Ratchet and Clank Future 2• Developed 3D navigation system for amphibious and flying enemies in Resistance 2&3• Developed AI, enemy behaviors, animation sequencing, and numerous gameplay systems• Implemented and extended core systems including movement and collision• Developed proprietary in-game visual Lua debugger

Jan 2006 - Jul 2010

Lead Programmer

New York, New York, Us

• Lead programmer of "The Warriors" (Xbox/PS2)• Managed a team of five programmers and coordinated with all other departments• Ported PS2 code base to Xbox including implementation of tools, subsystems, and rendering pipeline • Designed and implemented kinematic physics engine, collision system, and associated tools• Developed skeletal animation system and combat engine for crowd fighting and complex grapples• Implemented systems for dynamic object management in large multi-sector levels• Designed and developed weapons including projectiles, melee weapons and breakable objects

Sep 2003 - Sep 2005

Lead Programmer

Collective Studios

• Managed a team of up to seven programmers and coordinated with all other departments• Implemented physical simulations of non-rigid objects including ropes, cloth, and ponytails• Developed skeletal animation system and interface for animation and behavior scripting• Developed a complex character fighting and grappling system with bone-level collision detection• Developed a streaming cinematic system for long, high-quality, in-engine cut scenes• As lead developer of Xbox technology ported much of the existing PC codebase to that platform

Nov 2000 - Jul 2003

Senior Technology Engineer

Us

• Developed client and server technology for NovaWorld, NovaLogic’s proprietary matchmaking system• Designed and developed the industry’s first in-game web browser, IBROWSE, to use this system• Implementated proprietary low-level, high-speed codec libraries including JPG, PNG, and ADPCM• Extensive assembly development and optimization (x86, Pentium family)

Apr 1999 - Apr 2000

Technology Engineer

Us

• Designed and implemented portions of network layer and network data packing scheme• Implemented device interface code, in-game console, and dynamic data systems• Designed and implemented dynamic scripting system for game object creation and modification• Developed gameplay elements such as radar, projectile weaponry, particle systems, and vehicles• Designed and developed the industry’s first in-game IRC client for buddy and matchmaking services

Dec 1997 - Apr 1999

Senior Software Engineer (Intern)

Redmond, Washington, Us

• Assisted and directed junior interns• Authored, developed, and presented materials for numerous courses including OLE, MFC, C++, C, Windows Programming, International Coding, VB, Web Development, and Java• Assisted in development of INFOSYS, a large-scale FoxPro database application. This system was 24/7 live and was used to track and access all resources for the Technical Education Group• Developed database access components with COM and ODBC for web access to courses• Designed and developed various productivity utilities and maintenance programs

Nov 1995 - Dec 1997
1 education record

Robert Mobbs education

  • Seattle University
    Seattle University
    Computer Science
FAQ

Frequently asked questions about Robert Mobbs

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

What company does Robert Mobbs work for?

Robert Mobbs works for Day Off Interactive.

What is Robert Mobbs's role at Day Off Interactive?

Robert Mobbs is listed as Senior Unreal Developer at Day Off Interactive.

Where is Robert Mobbs based?

Robert Mobbs is based in San Antonio, Texas, United States while working with Day Off Interactive.

What companies has Robert Mobbs worked for?

Robert Mobbs has worked for Day Off Interactive, Magic Leap, The Meta, Amazon, and Microsoft.

How can I contact Robert Mobbs?

You can use AeroLeads to view verified contact signals for Robert Mobbs at Day Off Interactive, including work email, phone, and LinkedIn data when available.

What schools did Robert Mobbs attend?

Robert Mobbs holds Bachelor Of Science, Computer Science from Seattle University.

What skills is Robert Mobbs known for?

Robert Mobbs is listed with skills including Game Development, Gameplay, Video Games, Multiplayer, Xbox 360, Console, Unreal Engine 3, and C#.

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