Rob Jagnow, Ph.D. 1772 Vassar Ave.

Mountain View, CA 94043

Phone: 617-548-5540

E-mail: rjagnow@gmail.com

W HAT I D O

I specialize in coordinating the efforts of multi-disciplinary teams operating in ambiguous problem spaces. I operate at the intersection of engineering and creativity and have helped pioneer new interaction models in VR, AR and games.

E DUCATION

Ph.D. from MIT Department of Electrical Engineering and Computer Science, January 2005. Dissertation, Stereological Techniques for Synthesizing Solid Textures from Images of Aggregate Materials. Cumulative GPA, 5.0 out of 5.0.

Master of Science from MIT Department of Electrical Engineering and Computer Science, June 2001. Thesis, Virtual Sculpting with Haptic Displacement Maps. Cumulative GPA, 5.0 out of 5.0.

B.S. in Computer Science and a B.A. in Mathematics from Texas Tech University, May 1998. Recognized as the top student in both the College of Engineering and the College of Arts and Sciences with a cumulative GPA of 4.0 out of 4.0.

W ORK E XPERIENCE

Software Engineering Manager at Facebook since October 2019. Working with New Product Experimentation (NPE) to take new concepts from zero to launch over short time frames.

Software Engineer at Google & other Alphabet companies from April 2015 to October 2019.

Spent almost 2 years leading an AR/VR prototyping effort for the Daydream team. During that time, my small team built more than 120 experiences that informed all our VR and AR efforts.

Served as the Tech Lead and Manager for Google Earth VR, one of the most popular applications for both HTC Vive and Oculus Rift.

Tech Lead for an internal accelerator that helped other Google product areas bootstrap efforts to add AR to their first-party products.

Led the prototyping team for global-scale AR concepts, leading to the launch of Live View in Google Maps.

Worked on the Backstory cybersecurity product for Chronicle Security — an Alphabet company that was recently acquired by Google Cloud.

Founder and CEO of Lazy 8 Studios, LLC, established in April 2008. Best known for our award-winning first-party games Extrasolar and Cogs.

Extrasolar: Producer, creative director, engineering lead, and graphics lead. Pioneered the technology for a cloud-based, photorealistic rendering engine, deployed with Amazon Web Services. Extrasolar is the first of its kind in an entirely new game genre.

Cogs: Designed and programmed entire game engine in C++ with OpenGL, including all puzzles. The game has since been ported to 7 platforms and has more than 1 million downloads.

Contract work on an array of games, including Bioshock Infinite: Industrial Revolution from Irrational Games, The Daring Game for Girls from The Whole Experience, Inc. (WXP), and Frontlines: Fuel of War from Kaos Studios,

Worked in the Studio Tools division at Pixar Animation Studios during the summers of 2001 and 2002. Developed applications using C++, Tcl/Tk, MEL Script (Maya Embedded Language), as well as other proprietary scripting languages.

S KILLS

Management: 9 years of people management experience with teams up to 40 contributors, creative director, and product manager

Software: Full-stack Web development, game design, and graphics programming. Unity expert

Primary programming languages: C#, C/C++, Python, TypeScript/JavaScript, HTML5/CSS

Development platforms: Linux, Windows, OSX, iOS, Android, Xbox, Nintendo

Graphics APIs: OpenGL, Direct3D, CG/GLSL/HLSL

H ONORS & A WARDS

Google Earth VR

Winner & People's Choice for Best Interaction Design, 2018 Webbies: Film & Video

Gold Winner, 2017 UX Awards

Winner of the Century Award for VR, 2017 Lumiere Awards

Silver award for VR, 2017 Epica Awards

Extrasolar

Best Desktop Game, Indie Prize Showcase USA 2014

Nominee for Most Innovative, Indie Prize Showcase USA 2014

Bronze Winner, 2014 International Serious Play Conference

Finalist at IndieCade 2013

Nominee for Nuovo Award, Independent Game Festival (IGF) 2014

Nominee for Gamer's Voice Award at South by Southwest 2014

Nominee for Best Game Design, 2014 Animago Awards

Honorable Mention for the Innovation Award, 2015 Game Developers Choice Awards

Cogs

Grand Prize Winner in the Professional Category, 2010 Indie Game Challenge

Winner: Achievement in Art Direction, 2010 Indie Game Challenge

Winner: Achievement in Gameplay, 2010 Indie Game Challenge

Finalist for Excellence in Design, Independent Games Festival (IGF) 2010

Finalist at IndieCade 2009

P UBLICATIONS

Full list available at Google Scholar

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