REAL-TIME SYSTEMS / EARLIER ENGINEERING

Glossi

Real-time 3D, interactive software, and the systems that connect them.

Past work

The problem

“How can complex interactive experiences become dependable software systems?”

The context

Engineering experience across real-time software, 3D technologies and cloud-streamed interactive applications. At Glossi in Los Angeles I led product development and the engineering team, reporting to the founders and the board each quarter.

The technical approach

Unreal Engine applications running on AWS and streamed to the browser over WebRTC, built from machine images and continuous deployment workflows. An event-driven 3D ingestion API accepted many file types through secure services, with job queues designed so a failed step could be retried without losing data. The product let art directors work as 3D artists using photo-replacement technology, closing a feedback loop that slows most design teams. Specific internal implementation details remain private.

The system or artifact

The illustration on this page is a conceptual sketch. No private implementation artifacts or unsupported project outcomes are published here.

What I learned

The continuity is systems thinking: representing complicated environments and making software behave reliably within them. Leading the team turned out to be the same problem at a larger scale, where ownership, code review and standards are infrastructure too.

Where it stands

Part of the earlier work and experience that informs what I’m building now.

CONVERSATIONS FROM THE FIELD

OFF THE CALENDAR

Research on community calendars, event aggregation, event APIs, and the infrastructure behind trustworthy event data.

The story behind the conversations
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