Engineer (VrShell) at Oculus
Seattle, Washington
Engineer (VRShell) @ Oculus VR Seattle, Washington, United StatesContractor @ Assembly Payments Worked on an unannounced payment prototype. From October 2018 to March 2019 (6 months) The UniverseGame Developer @ Paladin Studios Built a mesh analysis, cascading platform, pathfinding and action taking framework for 2d runtime destructible terrain. On top of this I built an AI that...
Engineer (VRShell) @ Oculus VR Seattle, Washington, United StatesContractor @ Assembly Payments Worked on an unannounced payment prototype. From October 2018 to March 2019 (6 months) The UniverseGame Developer @ Paladin Studios Built a mesh analysis, cascading platform, pathfinding and action taking framework for 2d runtime destructible terrain. On top of this I built an AI that took into account the movement, attack and defense constraints of the various possible ability and weapon configurations. This worked at interactive speeds to give the illusion of a larger player base to increase retention.Ported Stormbound from mobile to Windows/Mac/Webgl. From May 2017 to June 2018 (1 year 2 months) Den Haag, South Holland, NetherlandsSystems Engineer @ GetSocial BV Developed a cross-platform SDK with a Java core, directly to Android, and transpiled into Objective-C for iOs using J2ObjC. An additional layer for both platforms exposing the API to Unity3d. This maximised worker utility as all logic and higher level networking was reused with the related tests. Approximately two thirds of the code was reused between the platforms.To deal with the platform abstraction I developed a dependency injection framework to allow definition and implementation of modules to work between transpiled and native layers. From November 2015 to January 2017 (1 year 3 months) Den Haag, South Holland, NetherlandsAndroid Developer @ komoot Developed the mobile implementations of WebView card stack widgets to assist in determining user interest. This increased visibility of user created trails and also encouraged users to enter to point of interest data once they had completed their own.Developed a live client memory leak detection and reporting tool that pulled the crash rate down from ~3% to ~0.3% Rebuilt/reskinned the Android client along the Material Design guidelines. From February 2014 to April 2015 (1 year 3 months) Berlin, GermanySenior Software Engineer @ Valtech Digital Australia Developed an alternate animation and widget system to sit on top of the Android UI framework to provide a smooth and responsive experience. This was then used to provide an unlimited 2d virtual streaming canvas in the Android FOXTEL cable tv client.Improved performance on the Sony Songl music streaming Android client by building a UI element snapshotting tool for smooth full screen animation of pre rendered sections.Created a single player platformer prototype 2d game using libGDX. From June 2012 to February 2014 (1 year 9 months) Sydney, New South Wales, AustraliaAndroid Contractor @ Vodafone Australia Developed the Android client for a location-dependent massively-multiplayer augmented reality (camera overlay and map interaction) client in OpenGL as a companion competition application for the The Amazing Race television show.Developed the Android sports statistics client which included live viewer participation elements and streaming video for Cricket Australia.The live Cricket statistics provider was regularly returning bad or missing data. I developed a gateway to sanitize the data from the statistics source for client use. This had an added benefit of greatly reducing the load on the original provider which resulted in better performance and stability for our client as well as anyone else using the service.Created a prototype server and client group chat application for Vodafone Australia subscribers on Node.js. From July 2010 to February 2012 (1 year 8 months) Sydney, New South Wales, AustraliaGame Developer @ Epiphany Games Developed a baked 3d terrain mesh analysis and pathfinding system in c++ with lua bindings for developer scripting on the Gamebryo game framework.Developed a strategic/tactical squad based artificial intelligence system for a publisher demo of a PC platform RTS that was subsequently picked up.I created new as well as modified existing tools in c# released as part of the Gamebryo game framework. From June 2009 to April 2010 (11 months) Sydney, New South Wales, AustraliaSenior Software Engineer and Team Lead @ TileFile Pty Ltd/Storyz Pty Ltd Designed the systems and led team development for the J2ME, Android and Motorola’s set top box environment clients.Developed an animated UI framework with separate layout and rendering passes optimized for speed and low resource consumption on the J2ME platform. One of the target devices had a camera API that could take pictures that were larger than the available heap memory on device making the larger photo sizes unusable. I created a low resource single step JPEG decoder and scaler to overcome this.Developed an asynchronous network and UI task framework for memory/local storage/network requests for J2ME and Android. From June 2007 to April 2009 (1 year 11 months) Sydney, New South Wales, AustraliaGame Developer and Team Lead @ Spectrum Wired Due to the unreliable networks at the time I developed a sliding window UDP network system to maintain synchronisation over the poor connections of mobile networks(2g/3g) at the time for a multiplayer soccer game "Goal" for Disney in J2ME. Developed a scriptable user interface system for J2ME to minimise the code overhead of UI/UX. Created a software rendered 3d portal engine using fixed point mathematics to work with the JIT J2ME runtime running at interactive speeds on lower end mobile devices of the time.I designed, developed and ported the mobile game "Atlantis Escape" using marching squares for runtime random terrain generation.Developed 2d texture/sprite packing software to reduce memory footprint using the guillotine technique. This was to combat the 40kb jar limit on our games at the time.For client website reliability I designed and developed a J2SE/Servlet based content management and website framework focused on security with tiered class loaders to allow downtime-free safe switching of deployed modules. From March 2003 to June 2007 (4 years 4 months) Newcastle, New South Wales, Australia
Oculus VR
Engineer (VRShell)
Seattle, Washington, United States
Assembly Payments
Contractor
October 2018 to March 2019
The Universe
Paladin Studios
Game Developer
May 2017 to June 2018
Den Haag, South Holland, Netherlands
GetSocial BV
Systems Engineer
November 2015 to January 2017
Den Haag, South Holland, Netherlands
komoot
Android Developer
February 2014 to April 2015
Berlin, Germany
Valtech Digital Australia
Senior Software Engineer
June 2012 to February 2014
Sydney, New South Wales, Australia
Vodafone Australia
Android Contractor
July 2010 to February 2012
Sydney, New South Wales, Australia
Epiphany Games
Game Developer
June 2009 to April 2010
Sydney, New South Wales, Australia
TileFile Pty Ltd/Storyz Pty Ltd
Senior Software Engineer and Team Lead
June 2007 to April 2009
Sydney, New South Wales, Australia
Spectrum Wired
Game Developer and Team Lead
March 2003 to June 2007
Newcastle, New South Wales, Australia
What company does Peter Campbell work for?
Peter Campbell works for Oculus VR
What is Peter Campbell's role at Oculus VR?
Peter Campbell is Engineer (VRShell)
What industry does Peter Campbell work in?
Peter Campbell works in the Computer Software industry.
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