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{ about me }

I’m Russell → senior video game engineer + interaction designer.
I build creative products that mix software + hardware + art.

I’ve built innovative products for 9 years that encompass:

  • Full-stack software engineering across many languages + paradigms.
  • Creative product design with challenging constraints.
  • Collaboration between engineers + creatives.

{ my professional experience } #

Interactive VFX Props + Film Set Previsualization Tools. #

  • Rapidly developed interactive media solutions for 15 major film & TV productions.
  • While supervising a team of 3 others, I delivered programming, art, & animation on strict deadlines for key film and TV scenes.
  • Collaborated directly with directors, producers, and VFX supervisors.
  • Worked closely with Zed Axiz Productions. I provided visuals + software; they provided hardware + set operators.

X-Men: Apocalypse. #

  • Created Pentagon video wall using 9 projectors to show missile timers, world maps, world clocks, and aircraft/submarine controls.
  • Designed & programmed digital art for dozens of 1980’s CRT TVs and computers retrofitted with projectors.

Quantico, Season 1 by ABC. #

  • Programmed 259 Android apps to simulate cellphone calls & texting within 21 episodes.
  • Designed & programmed hundreds of interactive apps for set props. Many apps were operated directly by actors for key hero shots.
    • Hi-tech video surveillance stations.
    • Interactive video walls.
    • Audio surveillance van.
    • Command center computer stations.
    • Bomb timers.

The Glass Castle. #

  • Programmed 4k/360 video software for a massive rear projection installation to shoot realistic car scenes in film studios.

Ça Décolle! #

  • Programmed software to generate and dynamically adjust clouds in realtime for aircraft scenes.

mother! by Darren Arronofky. #

  • Programmed set visualization software for director & cinematographer to analyze their shots & block their actors.
  • Mac + Windows + Gear VR versions.

Arrival. #

  • Programmed drag-and-drop software to customize dozens of military maps, surveillance controls, and simulation software.

Article about the Arrival set design.


Startup Tech: Visuals + UI + Software Engineering. #

Motion Capture Clothing (Enflux). #

  • Shipped Unity SDK for bluetooth motion capture clothing used by business partners + consumer developers.
  • Shipped 5 first-party applications + 4 investor demos. 1 featured on TechCrunch.
  • Ran workshops, tech talks, hackathons at UploadVR + Microsoft Reactor. Managed trade show booths for CES + SVVR + SIGGRAPH.


Blender Motion Capture Plugin.

  • Programmed + shipped plugin for the Blender 3D animation software to record motion captured animations + export FBX files.
  • Programmed + shipped Unity-based Windows app to sync smooth mocap data over wifi to Blender on other computers.

ShopperMX Platform (InContext Solutions). #

  • Programmed + maintained user interface for Unity-based enterprise 3D store editor used by major retail chains and distributors.
  • Managed engineering + product design for VR-based multiplayer installation for major alcohol distributor.

Core Systems Programming in AAA Video Games. #

Hearthstone (Blizzard Entertainment). #

  • Shipped 9 major game expansions for the most popular digital collectible card game (from 03/2021 - 08/2023).
  • Responsible for core systems, memory & download performance, native mobile development, client build tooling, FX artist tools, and SDK integrations.
  • Maintained + improved asset pipeline to pack + ship all the game’s content worldwide for a long-running live service game.
  • Debugged + provided solutions for low-level game engine issues.
  • Supported engineers across other teams to provide guidance + resolve blocking issues.

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