Andrzej Kapolka
AWN-jay kuh-POAL-kuh
Location San Francisco, California
MS Modeling, Virtual Environments, and Simulation
Naval Postgraduate School, 2003
BS Computer Science
UC Santa Cruz, 2000
Software Dev 18 years
Networking 16 years
User Interfaces 13 years
3D Graphics 13 years
Game Dev 12 years
OpenGL 10 years
Databases 10 years
Java 9 years
AWS 9 years
GLSL 8 years
SQL 8 years
Web Dev 8 years
HTML 8 years
Git 7 years
CSS 6 years
JavaScript 6 years
C++ 5 years
XML 5 years
Qt 3 years
Node.js 3 years
C# 2 years
Python 2 years
JSON 2 years
REST 2 years
jQuery 2 years
Bootstrap 2 years
Unity 2 years
React 2 years
Mobile Dev 1 year
Ruby on Rails 1 year
TypeScript 1 year
Unity Technologies
Staff Software Engineer, 2023-Present
  • Working on PolySpatial and support for visionOS in shared MR mode
    • Conversion of shader graphs to MaterialX, Unity asset and scene graph transfer
    • Unity, C#, C++, Swift, RealityKit
GG Folks, Inc.
Lead Platform Engineer, 2019-2020
  • Worked on a platform for web-based games/immersive experiences
    • Graph-based programming system, space editor, property editor UI
    • TypeScript, Three.js, Node.js, Firebase, ECS, Docker
  • Worked on Puzzle Wizards, a multiplayer game for mobile and desktop
    • Character customization, UI, chat interface, environment loading, NPC behaviors, build automation
    • Unity, C#, .NET Core, Firebase, ECS, Docker
Self-employed, 2018-2019
  • Worked on Phantasml, a web-based collaborative "creature lab" for machine learning/AI research and education
    • Serverless REST API, 2D vector document model, entity component system, node-based visual programming
    • JavaScript, Flow, React, Redux, Bootstrap, HTML5, CSS, WebGL
    • Node.js, Amazon API Gateway, Lambda, S3, DynamoDB, CloudFront, SES
Facebook
Staff Software Engineer (E6), 2016-2018
  • Worked on social VR applications
    • Custom UI for different VR devices, terrain modeling and editing, Facebook API integration
    • Unity, C#, Mercurial, GraphQL, Android
  • Co-developed platform for dynamically extensible web-based shared VR
    • Avatars, VOIP, scene representation and routing, React for scene graphs, metadata-based editing, remappable input
    • State/audio recording and playback, peer broadcasting, physics integration, 3D UI, resource management, tools
    • JavaScript, Flow, React, HTML5, CSS, Bootstrap, jQuery, Three.js, WebVR, WebRTC, WebAudio, WebSockets
    • Node.js, NPM, JSON, Git, REST, EC2, S3, DynamoDB, PostgreSQL
  • Participated in discussions determining team direction and projects
  • Reviewed coworkers' code submissions
  • Lunched with recruitment candidates
Self-employed, 2015-2016
  • Created Snarky Pucks, an asynchronous party game for desktop and mobile web
    • Vector graphics editor, 2D geometry/physics engine, Facebook integration
    • Ruby on Rails, REST, HTML5, CoffeeScript, jQuery, Bootstrap, SCSS
  • Worked on an unannounced robotics project
    • C++, Python, Protocol Buffers, ROS, OpenCV, Gazebo
High Fidelity
Software Engineer, 2013-2015
  • Worked on early stages of High Fidelity networked VR software
    • FBX loading, animation, deferred shading, dynamic shadows, render effects, device integration
    • C++, JavaScript, OpenGL, GLSL, Qt, Git, OpenCV, CMake
  • Developed metavoxel subsystem for shared terrain and volumetric features
    • Custom serialization, selectively reliable UDP networking, dual contour voxel polygonization, splatting
  • Participated in discussions regarding company direction
  • Advised coworkers on topics in graphics, C++, Qt
  • Reviewed coworkers' code submissions
  • Interviewed candidates for recruitment
Self-employed, 2012-2013
  • Worked on Witgap, an ASCII sandbox MMO game
    • HTML5/Flash clients, TCP/WebSocket networking, UI elements, bytecode-driven Scheme interpreter
    • C++, Scheme, Qt, ActionScript, Git, HTML5, WebSockets, MySQL
Three Rings Design
Software Engineer, 2004-2012
  • Led engineering team for Spiral Knights, an action MMO game
    • Developed Clyde 3D graphics/gameplay engine with parameterized configuration system
    • Materials and compositing, particle systems, scene editor, composable behaviors, UDP networking, server peering
    • Items and inventory, shops, trading, world representation and mapping, matchmaking, guilds and friends
    • Managed releases, supported deployed game as part of oncall rotation
    • Java, Maven, SVN, OpenGL, GLSL, MAXScript, OpenAL, PostgreSQL, EC2
  • Promoted to lead engineer on Bang! Howdy, an online RTS game
    • Terrain rendering and editing, FFT-based water effects, model instancing and animation
  • Added features to Puzzle Pirates, a puzzle MMO game
    • Housing and furniture system, missions, single-player mode, Hearts, Spades
  • Contributed to shared platforms, including billing and Steam integration
  • Participated in discussions regarding company and team directions
  • Reviewed coworkers' code submissions
  • Interviewed candidates for recruitment
Naval Postgraduate School
Research Associate, 2001-2004
  • Co-developed Delta3D, an open-source game engine
    • Particle system editor, 3D sound support, Python bindings, HLA networking, animated characters, paged terrain
    • C++, Python, SVN, OpenSceneGraph, OpenAL, Open Dynamics Engine, FLTK, CMake
  • Developed XRTI, a middleware solution for simulation networking
    • Proxy code generation, dynamically extensible object model, bootstrapped wire protocol
  • Developed NPSNET-V, a framework for dynamically extensible simulations
    • Java, XML, Ant, CVS, OpenGL
  • Assisted students with thesis projects
  • Presented research at conferences