Danrae P.

Mobile Engineer

Orlando, Florida, United States6 yrs 5 mos experience
AI EnabledAI ML Practitioner

Key Highlights

  • Expert in Android Graphics and XR development.
  • Led award-winning projects for NASA in simulation integration.
  • Developed innovative AI frameworks for interactive applications.
Stackforce AI infers this person is a skilled developer in AR/VR and simulation technologies with a strong focus on graphics programming.

Contact

Skills

Core Skills

Android DevelopmentGraphics ProgrammingSoftware EngineeringTestingGame DevelopmentAi DevelopmentSimulation Development

Other Skills

Vulkan APIGoogle FilamentC++Android NDKGradleHLSLKotlinPhaser 3Google FirebaseJavaScriptUnityVR DevelopmentOpenGL ESPythonUnreal Engine

About

Android Graphics and XR Developer obsessed with pushing the bounds of what's possible on mobile devices with AI. 5 years of Android development experience across smartphones and Meta Quest 2 VR HMDs. 12 years of real-time, interactive & networked software development experience. Shipped real-time apps & tools targeting resource-constrained hardware, from mobile VR simulations on Meta Quest 2 / Android OS to human-rated spacecraft flight software at NASA. For long-term client’s R&D lab, shipped an AI framework that runs in browser on desktop + mobile, with a graphical editor for AI behavior trees. PROGRAMMING LANGUAGES: ➢ Kotlin, python, c#, c++, GLSL/HLSL TECH STACK: ➢ Jetpack Compose ➢ Compose Multiplatform ➢ Android NDK + JNI ➢ Google Filament + GLSL ➢ Unity 3D + ShaderLab + HLSL

Experience

6 yrs 5 mos
Total Experience
1 yr 9 mos
Average Tenure
1 yr 2 mos
Current Experience

Geomagical labs

Android AR/3D Engineer

Mar 2025Present · 1 yr 2 mos · Remote

  • ➢   Designed & built lightweight Vulkan Compute Engine for running compute shaders on wide range of Android devices, in c++ and NDK, for IKEA’s single-view room scanning experience.
  • ➢   Implemented real-time CPU & GPU video downsampling algorithms in c++ and Vulkan, using the Android NDK, to support video recording at lower frame-rate in AR Core.
  • ➢   Designed and built lightweight integration test framework that enabled automated on-device regression testing of legacy room capture codebase to speed up R&D efforts.
  • ➢   Developed various debug visualization tools for quickly inspecting quality of Android sensor data on a wide range of Android devices during R&D.
  • ➢   Integrated AR Engine, a custom OpenGL renderer built for AR Core apps in Kotlin, from new R&D project into existing production capture flows.
  • ➢   Prototyped multi-threaded floor-detection step in Kotlin and AR Core, with custom GLSL shaders for rendering floor-plane based on UI/UX designs.
  • ➢   Prototyped out floor-rendering and world-space UI with vertex animation, 3D model loading & rendering capabilities in Kotlin + OpenGL / GLSL in AR Engine on Android.
  • ➢   In last minute request, jumped onto real-time AR product visualization project to help improve and fix bugs in floor detection and 3D interactions in AR, using Sceneview Android, built on Google’s Filament renderer.
Vulkan APIGoogle FilamentAndroid DevelopmentGraphics Programming

Metecs

Software and Simulation Engineer

Jan 2021Jul 2022 · 1 yr 6 mos

  • Served as Technical Lead in early stage VR + PC online multi-user app.
  • Built out a VR scene with 2 gamified experiences, including interactive procedural animation and custom UI under direction of Creative Director.
  • Built out a small VR rhythm game using an off-the shelf rhythm analyzer.
  • Primary developer on 2D PC experience with several minigames, including a Rhythm Game, built from blank Unity project to successful delivery in ~2 months total effort.
  • In last-minute request, rebuilt VR scene from scratch, migrating from Oculus Sample Framework to a more feature-rich VR Interaction Framework.
  • ➢ Redesigned game to use procedural animation instead of physics for a more predictable / testable user experience.
  • Jumped in to help in final stretch of prototype online VR multi-user experience.
  • ➢ Played key role in UI, networking and VOIP audio, with team pulling it off at the last minute to meet our customer demo deadlines.
Android DevelopmentJavaScriptSoftware EngineeringGame Development

Wizney labs llc

Android Graphics & XR Developer

Mar 2020Present · 6 yrs 2 mos

  • Building kollie, an Android-first 2D/3D/XR engine with a kotlin scripting API, built for Android, Android XR, and Horizon OS.
  • For long-term client, The FINN Lab at Dartmouth, built psyanim-3, an AI framework for online, interactive agent-based behavioral experiments:
  • ➢ Built on Phaser 3 with support for deployment to PCs + mobile web.
  • ➢ Designed & built a cross-platform GUI editor for AI behavior trees.
  • ➢ Built AI steering behavior library and decision-making framework.
  • ➢ Supports both Finite State Machines and Behavior Trees.
  • ➢ Integrated AI pathfinding with customizable navigation grid.
  • ➢ Implemented experiment recording & playback GUI tool.
  • ➢ Built psyanim-cli, command line tool for managing experiment projects.
  • ➢ Integrated with Google Firebase for persistence.
  • ➢ Ongoing development support for current & future experiments.
  • Early focus in R&D for 2D/3D mobile AR apps integrated with Google Cloud Vision + Dialogflow, for voice-UI in physical games with AI companions.
GradleHLSLAndroid DevelopmentGame Development

Cgg

Software Engineer, UI & Graphics

Feb 2019Mar 2020 · 1 yr 1 mo

  • Developed graphical tools in C++, Python + Qt for geophysics analysis & visualization.
  • Fixed bugs and implemented new features in legacy Qt / OpenGL codebase.
  • Wrote scripts to do analysis using in-house supercomputing framework.
C++OpenGL ESSoftware EngineeringGraphics Programming

Metecs

Software and Simulation Engineer

Jun 2016Feb 2019 · 2 yrs 8 mos

  • Received several awards from NASA customer on multiple simulation integration projects.
  • Various projects in Blender / Unity 3D / UE4 including c++ FBX pipeline dev & testing, python scripting for simulation renders.
  • Designed and prototyped an asset management pipeline including FBX / OBJ / AC3D assets for NASA's DOUG renderer.
  • Product lead / maintainer of the CFS Software Bus Network (SBN), distributed embedded software for custom hardware.
  • Served as Integration Lead for NASA’s Core Flight Software SBN on NASA’s Aspect Flight Project at Johnson Space Center.
C++Unreal EngineSoftware EngineeringSimulation Development

Education

Missouri University of Science and Technology

Master of Science - MS — Mechanical Engineering

Lindenwood University

Master of Arts - MA — Game Design

Missouri University of Science and Technology

Graduate Certificate in Energy Conversion & Transport

The University of Texas at Arlington

Bachelor of Science - BS — Physics w/ Emphasis in Aerospace Engineering

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