Israel is an accomplished software engineer with over 20 years of experience, with a current focus on Unity design and development. He began his career as a full-stack developer and transitioned to game development, where he has worked extensively in various gaming domains, including mobile, desktop, multiplayer, VR, and AR. Israel possesses a wealth of knowledge in designing SOLID software systems.
Designed and developed SynCity using Unity and C# from the ground up to its minimum viable product stage.
Spearheaded the process of assembling a proficient team of developers and artists to undertake the project.
Implemented structured processes and workflows for the team.
Effectively steered the development process to ensure alignment with stakeholder requirements.
Developed Python tools that establish connectivity with the Unity site and feed relevant data to the neural networks during training and validation processes.
Collaborated closely with artists and designers to enhance the Unity workflow and optimize the creation of models and environments that met clients' needs.
Incorporated my Unity expertise to create tailor-made components that emulate real-world sensors such as IR cameras, radar, and Lidar, commonly utilized by autonomous vehicles.
Created and launched mobile games on the App Store from scratch. Oversaw the development of the back end and built multiplayer and multi-platform games for desktop, iOS, Android, and WebGL, utilizing Unity and C#.
Designed UVLC, a Unity Android native store plugin that utilizes C++ and C# to enable video playback based on libVLC.
Developed and designed a SteamVR UI plugin that seamlessly integrates SteamVR controls with Unity's UI system.
Conceptualized a user-friendly threading Unity plugin that simplifies the implementation of background threads and concurrency, allowing other Unity developers to bring execution back to Unity's main thread seamlessly.
Built and designed an augmented reality checkers game, which is multiplatform, including desktop, iOS, and Android, and includes animated game pieces that appear alive and rendered over real-world surroundings.
Constructed and published a multiplayer WebGL game on Facebook inspired by the classic Pictionary game. The game allows one player to draw a given item in real-time while the others make their guesses.
Generated a casual VR game utilizing Unity and C#, where players are tasked with finding a hidden cow solely by tracking its mooing sound. This project leveraged innovative technology that enabled precise location tracking of the moo sound source.
Utilized Unity C# and Photon and successfully published a multiplayer edition of the classic game "Asteroids."
Outlined and developed a proof of concept for a mobile street fighter game that incorporates the player's finger gestures, replacing traditional virtual joysticks and buttons.
Developed multiplayer and multiplatform games using Objective-C, HTML5, cocos2d, Box2D, Unity3D, and SmartFoxServer, leading a four-member development team.
Created mobile applications for iOS with Cocoa and Windows Phone with .NET.
Developed web solutions—front and back end—using .NET and PHP, including hands-on experience with SOAP, JSON, JavaScript, CSS, XML, MySQL server, and Microsoft SQL Server.
Produced a 3D chroma-key and fill-key engine used in TV virtual scenarios with XNA, Direct3D, and High-Level Shading Language (HLSL).
Handled the installation and customization of early smart vending machines.
Developed and implemented software solutions and configured hardware components to ensure seamless communication between the machines and the client's headquarters.
Created and optimized communication protocols utilizing SMS, GPRS, and 3G technologies for machines located in remote areas.