{ about me }
Table of Contents
I’m Russell → senior video game engineer + interaction designer.
I build creative products that mix software + hardware + art.
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.
There are no articles to list here yet.