previous experience highlights
see PORTFOLIO, RESUME and LINKEDIN
Working on the vehicle dashboard/infotainment interface.
Unity 3D team
Worked on the MARS Mixed and Augmented Reality Studio components for this legendary game engine at their San Francisco offices..
Created multiple innovative immersive experiences (Installation/VR/AR/Mobile-VR) from initial prototype to final production across Star Wars and other major partners such as VOID, Magic-Leap, Legendary and Google's Seurat team.
Co-Founder and Director of Spatial Standards, creating decentralized spatial contracting and economic platform..
Part the games and Windows Holographic teams for about 3 years working on: numerous first party published titles, core systems and interactions (patent for Holographic keyboard), and Showcase experiences (medical app used in real surgical operation, construction, car design, etc.)
Primary gesture programmer for the first-party NUI Publishing team (Kinectimals, Kinect Disneland, Kinect Star Wars) with deep involvement on the platform and other titles (received special thanks in Kinect Adventures, Kinect Sports, Fable: The Journey, etc.)
Developed numerous AR product approaches and interactions, while working closely with the product platform team as part their Lucasfilm collaboration.
Helped develop their first Unreal Engine and external content partnership setting up "Star Wars: Secrets of the Empire" for Disnleyland, while providing scale-able workflows for internal developers.
Carne y Arena team
Oscar(tm) winning VR installation directed by Alejandro Gonzalez Inarritu. I wrote the large-stage head-tracking, editorial tools, and numerous real-time effects.
Office 3D team
Lead GPU and UX programmer for Excel 3D Maps team, enabling data aggregration and rendering on the GPU, optimizing touch interactions and frame-rate, as well as laying out plans for future 3d initiatives.
Xbox 360 team
Worked on both first-party 360 titles (Alan Wake, Forza Motorsport 2, Rare's engine team), as well as on the XNA Platform's tools team (static and dynamic code analysis tools, etc.).
Windows Vista team
First software job, working on the Media Integration Layer (WPF managed to native layer), wrote scene-graph capture and analysis tools that were used in the profiling lab for at least 4 years after the internship.