WELCOME!
Hello! Welcome to my website portfolio and resume (see resume file and resume text fields below).
As a Distinguished Engineer and Partner/Product Manager at Verizon, I specialize in emerging technologies research across XR (AR/VR/MR), AR/VR eyewear, wearables, IoT, AI/ML, CV, NeRF/ 3DGS(aka Gaussian Splatting), 3D volumetric streaming, HCI/HBI, BIM, and robotics.
Please feel free to click through the Main Menu above to see the new 'page of work in XR product development & research, AR app development, and Partner & Product Management. Please enjoy!
Thank you in advance for your visit.
As a Distinguished Engineer and Partner/Product Manager at Verizon, I specialize in emerging technologies research across XR (AR/VR/MR), AR/VR eyewear, wearables, IoT, AI/ML, CV, NeRF/ 3DGS(aka Gaussian Splatting), 3D volumetric streaming, HCI/HBI, BIM, and robotics.
Please feel free to click through the Main Menu above to see the new 'page of work in XR product development & research, AR app development, and Partner & Product Management. Please enjoy!
Thank you in advance for your visit.
db_molitor_resume_07.pdf | |
File Size: | 181 kb |
File Type: |
RESUME
D.B. MOLITOR / [email protected] / 425.761.2416
PRODUCT & PARTNER MANAGER
EMERGING TECH' RESEARCHER
Distinguished Engineer, Partner Manager and Product Manager specializing in innovation research across XR (AR/VR/MR), AR eyewear & VR headsets, wearables, AI, CV/ML, IoT, NeRF/3DGS (aka "Gaussian Splatting"), 3D volumetric capture & live-streaming, BIM, 5G, HCI/HBI, robotics, console games and innovative proprietary technologies development. Proven qualities in leadership excellence, cross-division collaboration, creativity, reliability, and mentorship.
PATENTS
· “Methods and Systems For Customizing Augmentation…”, Primary Inventor, 2023
· “Smart Camera For Virtual Conferences”, Designer, 2012
RESEARCH TECHNOLOGIES
XR (AR/VR/MR) | Augmented Reality (AR) | Virtual Reality (VR) | AI/ML | CV | NeRF | 3DGS(aka "Gaussian Splatting") | 3D volumetric capture & streaming | BIM |
AR eyewear & VR headsets | Wearables | IoT(aka "Internet of Things") | BIM | HCI/HBI | robotics
CORE COMPETENCIES
Partner Management | Product Management | Product Development | Project Management | Cross-Functional Management | Applied Research | Innovation Research |
Prototype Development | Supervision | Creative Direction | Art Direction | Technical Direction | Planning | Process Improvement | Data Analysis | Negotiation | Risk Management | Problem Solving | Time Management | Effective Communications | Interpersonal Skills | Adaptability | Agile/Scrum | Budgeting | Leadership | Mentorship
TECHNICAL SKILLS
ChatGPT | Slack | JIRA | Confluence | Trello | Maya | 3D Studio Max | Photoshop | Unity/Unreal | Adobe Photoshop & Premiere | Xsens MVN | Sketchup | Perforce | Sourcesafe | Google Docs/Slides/Sheets/Drive | MS Office/Project/OneNote | iOS TestFlight & Android APKs
PROFESSIONAL EXPERIENCE
DEC 2019 -- JAN 2024
Distinguished Engineer / Partner Manager - Verizon Communications Inc., Irving TX
⦁ Managed two Lockheed Martin Texas-based work sessions proving AR training & repair, artilce link.
Successful completion resulted in a multi-year 2024 through 2026 partner agreement.
⦁ Awarded US Patent # US11715270B2 as Primary Inventor for syncing AR content with primary
content for live events and pre-recorded video using metadata with back-end streaming solution.
⦁ Built 3D volumetric streaming lab on 5G FiOS proving advanced comms & virtual sets potential.
⦁ Led AR eyewear research. Selected partners (incl. XREAL) & increased initial device buy by 3x.
⦁ Developed 5 AR products showcasing 5G Consumer & Enterprise entertainment.
⦁ Researched XR, AR/VR headsets, wearables, IoT, AI, CV/ML, NeRF/3DGS, & BIM for mobile.
Key Project(s): Lockheed Martin – Undisclosed AR Project
Level Ex – Remote VR Medical Training
Avrio Analytics – First-Responder AR Training
AR Apps (5) – ESPN "The Drop", 3D Selfie, AR Messaging, Holoscapes, & Outside The Box
JAN 2019 -- JUL 2019
Creative Director - SHFF, Inc., Austin TX
⦁ Creating all 2D art mock-ups and all 2D & 3D art assets for two new games, list in "Key Projects" below.
⦁ Designing U.I. art and interaction for both projects; creating all art and animation.
⦁ Defining, scheduling, and tracking all art lists, Hiring and mentoring new art/animation staff.
Key Project(s): Sure-Shot LT Angry Birds
Sure-Shot LT Virtual Masters Fishing
NOV 2016 -- NOV 2018
Creative Director – Nerd Kingdom, Irving, TX
⦁ Promoted from Animation Director to Art Director (June 2018). Design, create, and direct art & animation for a sandbox IP.
⦁ Hire, manage, and mentor art & animation staff. Define and prioritize deliverables via Agile/Scrum milestone schedule.
⦁ Design and document art & animation process, including proprietary art tools.
Key Project(s): Project Best Buds & Project TUG
Eternus' AnimWeb & State Engine Tools
FEB 2015 -- JAN 2016
Creative Director – Fuzzycube Software, McKinney, TX
⦁ Report to CEO and collaborate directly with client CCO at Magic Leap.
⦁ Direct art and animation for Magic Leap prototype demos.
⦁ Point-of-contact for collaborative art production with FL, CA, and UK partners.
Key Projects: Magic Leap Project #1 - CEO project, similar to an AR version of "Super Smash Bros." using characters designed by WETA.
Magic Leap Project #2 - CCO project, an AR role-playing "Ghost" game utilizing 3D mapping to place AR characters and events throughout your home.
JUN 2013 -- FEB 2015
Creative Director – Freelance Consultant, Frisco, TX
⦁ Captured Dimensions, advised on procedural & post-capture techniques, and researched potential partners for transforming 3D scans into game-ready and film-friendly cg assets.
⦁ 900lbs of Creative, concepted Perot Museum augmented reality (AR) mobile apps prototypes and highlighted potential hardware/software partners for AR tracking solutions.
⦁ shopVIDA.com, researched 2D/3D technical art solutions and partners for automating their online process for placing user-defined textures on 3D objects in a 2D photograph.
FEB 2008 -- NOV 2012
Art Director – Microsoft Research (MSR), Microsoft Corporation, Redmond, WA
⦁ Created all art and animations in mobile application prototypes for early Microsoft HoloLens and HoloLens' Free-Viewpoint Video.
⦁ Spearheaded augmented reality (AR) research initiative to define a new discipline and area of AR development/differentiation for Microsoft. Developed concept proposals including AR vision and cross-platform applications via interactive prototypes.
⦁ Presented innovative technologies research to CEO Steve Ballmer’s executive staff, MSR leadership, and AR/VR incubation teams. Educated VIPs on competitive landscape and scope of product/user experience potential.
⦁ Influenced Microsoft Research to acquire the division’s first mocap system and AR eyewear reducing costs to shortening art production and technical development prototyping.
⦁ Received Microsoft Patent Award as Designer for “Smart Camera For Virtual Conferences”. Collaborated with key leads across multiple disciplines to author white paper.
⦁ Recruited and managed mocap vendors and character art teams including international talent.
⦁ Designed and directed 3D art and animation to simulate immersive entertainment experiences for next-generation interactive applications and wearable technology.
Key Projects: Microsoft HoloLens – AR eyewear
Kent Studio – Xbox One Kinect
Avatar Kinect – Xbox 360 Kinect
Avatar Spectrum – Xbox One Kinect
JAN 1999 -- FEB 2008
Senior Animator & Art Director – Microsoft (Game) Studios, Microsoft Corporation, Redmond, WA
⦁ Partnered with Technical Art Director (and hired art staff) to plan and create an innovative character variation system that auto-generated a near infinite library of fully articulated 2D/3D characters based on gender, age, ethnicity, geography, and occupation. Library served all simulation platforms – creating notable efficiencies in time/cost for character development.
⦁ Collaborated with cross-functional peer leads to agree on artistic goals of each game release. Defined supporting art pipelines and deliverables. Coordinated with program management to track/maintain schedules. Ensured high quality standards were exceeded/achieved.
⦁ Drove art style and character aesthetics. Developed art processes, skeletal rigs, and tools to improve animation blending, increase character variety, and introduce originality where possible.
⦁ Determined art/animation production staffing requirements. Sourced talent agencies and vendors to aid recruiting. Managed teams through milestone deliverables. Trained employees on proprietary art/animation tools, new aspects of commercial tools. Mentored career development.
⦁ Identified new art software and top outsourcing vendors used by multiple internal studios.
⦁ Defined and documented Best Practice for Microsoft Studios’ pro bono 3D character vendor test.
⦁ Animated 3D characters and vehicles. Modeled and animated character blendshapes for lip-sync and facial expressions to display realistic emotion and improve overall facial performance.
Key Projects: Microsoft ESP – PC
Flight Simulator X – PC
Forza 2 – Xbox 360
Shadowrun – Xbox 360
Gravity Kings – Xbox prototype
MechAssault – Xbox
MechCommander 2 – PC
MechWarrior 4 – PC
AUG 1996 -- JAN 1999
Art Lead – FASA Interactive Technologies, Chicago, IL
⦁ Worked as Art Director for MechWarrior 3. Plus, designed and art directed game content and UX/UI development.
⦁ Developed art & animation procedures for several proprietary art & animation systems.
⦁ Defined milestone schedules, assigned art tasks, and provided timely feedback.
⦁ Hired/managed art team. Collaborated with engineering teams to create proprietary art tools.
⦁ Animated characters and building destruction for game-ready art and proof-of-concept cinemas.
⦁ Modeled and textured buildings, terrain, foliage, and effects including levels of detail and damage.
Key Projects: DisneyQuest’s Invasion! – Location-Based
MechCommander Gold – PC
MechWarrior 3 – PC
FEB 1994 -- AUG 1996
Assistant Art Director – Virtual World Entertainment, Chicago, IL
⦁ Promoted to Assistant Art Director from Lead Animator.
⦁ Planned, researched, and created animations, test data, procedures, and proprietary plug-ins.
⦁ Animated & lip-synced principal Disney character, Jafar, for simulation ride inspired by Aladdin.
⦁ Animated Mechs, vehicles, and aquatic life for real-time 3D content, 2D sprites, and cinema.
⦁ Modeled and textured Mechs, vehicles, buildings, terrain, foliage, levels of detail, and damage.
⦁ Designed and modeled schematic for simulated aquatic environment.
Key Projects: MechCommander – PC
DisneyQuest’s Aladdin’s Magic Carpet Ride – LBE
Voyage to Atlantis – LBE prototype
BattleTech – LBE
Red Planet – LBE
SOFTWARE
Autodesk Maya, Autodesk 3D Studio Max, Adobe Photoshop, Unity, Camtasia, Adobe Premiere, Adobe After Effects, Xsens MVN Studio (motion capture software), Slack, Trello, JIRA, ChatGPT, Perforce, Confluence, Git, SourceSafe, Source Depot, Dropbox, Google Docs/Slides/Sheets/Drive, and Microsoft Office.
EDUCATION
Columbia College, Chicago, IL
· Advanced Computer Graphics post-graduate studies (2 yrs)
· Bachelor of Arts - Majors: Advertising & Graphic Design
D.B. MOLITOR / [email protected] / 425.761.2416
PRODUCT & PARTNER MANAGER
EMERGING TECH' RESEARCHER
Distinguished Engineer, Partner Manager and Product Manager specializing in innovation research across XR (AR/VR/MR), AR eyewear & VR headsets, wearables, AI, CV/ML, IoT, NeRF/3DGS (aka "Gaussian Splatting"), 3D volumetric capture & live-streaming, BIM, 5G, HCI/HBI, robotics, console games and innovative proprietary technologies development. Proven qualities in leadership excellence, cross-division collaboration, creativity, reliability, and mentorship.
PATENTS
· “Methods and Systems For Customizing Augmentation…”, Primary Inventor, 2023
· “Smart Camera For Virtual Conferences”, Designer, 2012
RESEARCH TECHNOLOGIES
XR (AR/VR/MR) | Augmented Reality (AR) | Virtual Reality (VR) | AI/ML | CV | NeRF | 3DGS(aka "Gaussian Splatting") | 3D volumetric capture & streaming | BIM |
AR eyewear & VR headsets | Wearables | IoT(aka "Internet of Things") | BIM | HCI/HBI | robotics
CORE COMPETENCIES
Partner Management | Product Management | Product Development | Project Management | Cross-Functional Management | Applied Research | Innovation Research |
Prototype Development | Supervision | Creative Direction | Art Direction | Technical Direction | Planning | Process Improvement | Data Analysis | Negotiation | Risk Management | Problem Solving | Time Management | Effective Communications | Interpersonal Skills | Adaptability | Agile/Scrum | Budgeting | Leadership | Mentorship
TECHNICAL SKILLS
ChatGPT | Slack | JIRA | Confluence | Trello | Maya | 3D Studio Max | Photoshop | Unity/Unreal | Adobe Photoshop & Premiere | Xsens MVN | Sketchup | Perforce | Sourcesafe | Google Docs/Slides/Sheets/Drive | MS Office/Project/OneNote | iOS TestFlight & Android APKs
PROFESSIONAL EXPERIENCE
DEC 2019 -- JAN 2024
Distinguished Engineer / Partner Manager - Verizon Communications Inc., Irving TX
⦁ Managed two Lockheed Martin Texas-based work sessions proving AR training & repair, artilce link.
Successful completion resulted in a multi-year 2024 through 2026 partner agreement.
⦁ Awarded US Patent # US11715270B2 as Primary Inventor for syncing AR content with primary
content for live events and pre-recorded video using metadata with back-end streaming solution.
⦁ Built 3D volumetric streaming lab on 5G FiOS proving advanced comms & virtual sets potential.
⦁ Led AR eyewear research. Selected partners (incl. XREAL) & increased initial device buy by 3x.
⦁ Developed 5 AR products showcasing 5G Consumer & Enterprise entertainment.
⦁ Researched XR, AR/VR headsets, wearables, IoT, AI, CV/ML, NeRF/3DGS, & BIM for mobile.
Key Project(s): Lockheed Martin – Undisclosed AR Project
Level Ex – Remote VR Medical Training
Avrio Analytics – First-Responder AR Training
AR Apps (5) – ESPN "The Drop", 3D Selfie, AR Messaging, Holoscapes, & Outside The Box
JAN 2019 -- JUL 2019
Creative Director - SHFF, Inc., Austin TX
⦁ Creating all 2D art mock-ups and all 2D & 3D art assets for two new games, list in "Key Projects" below.
⦁ Designing U.I. art and interaction for both projects; creating all art and animation.
⦁ Defining, scheduling, and tracking all art lists, Hiring and mentoring new art/animation staff.
Key Project(s): Sure-Shot LT Angry Birds
Sure-Shot LT Virtual Masters Fishing
NOV 2016 -- NOV 2018
Creative Director – Nerd Kingdom, Irving, TX
⦁ Promoted from Animation Director to Art Director (June 2018). Design, create, and direct art & animation for a sandbox IP.
⦁ Hire, manage, and mentor art & animation staff. Define and prioritize deliverables via Agile/Scrum milestone schedule.
⦁ Design and document art & animation process, including proprietary art tools.
Key Project(s): Project Best Buds & Project TUG
Eternus' AnimWeb & State Engine Tools
FEB 2015 -- JAN 2016
Creative Director – Fuzzycube Software, McKinney, TX
⦁ Report to CEO and collaborate directly with client CCO at Magic Leap.
⦁ Direct art and animation for Magic Leap prototype demos.
⦁ Point-of-contact for collaborative art production with FL, CA, and UK partners.
Key Projects: Magic Leap Project #1 - CEO project, similar to an AR version of "Super Smash Bros." using characters designed by WETA.
Magic Leap Project #2 - CCO project, an AR role-playing "Ghost" game utilizing 3D mapping to place AR characters and events throughout your home.
JUN 2013 -- FEB 2015
Creative Director – Freelance Consultant, Frisco, TX
⦁ Captured Dimensions, advised on procedural & post-capture techniques, and researched potential partners for transforming 3D scans into game-ready and film-friendly cg assets.
⦁ 900lbs of Creative, concepted Perot Museum augmented reality (AR) mobile apps prototypes and highlighted potential hardware/software partners for AR tracking solutions.
⦁ shopVIDA.com, researched 2D/3D technical art solutions and partners for automating their online process for placing user-defined textures on 3D objects in a 2D photograph.
FEB 2008 -- NOV 2012
Art Director – Microsoft Research (MSR), Microsoft Corporation, Redmond, WA
⦁ Created all art and animations in mobile application prototypes for early Microsoft HoloLens and HoloLens' Free-Viewpoint Video.
⦁ Spearheaded augmented reality (AR) research initiative to define a new discipline and area of AR development/differentiation for Microsoft. Developed concept proposals including AR vision and cross-platform applications via interactive prototypes.
⦁ Presented innovative technologies research to CEO Steve Ballmer’s executive staff, MSR leadership, and AR/VR incubation teams. Educated VIPs on competitive landscape and scope of product/user experience potential.
⦁ Influenced Microsoft Research to acquire the division’s first mocap system and AR eyewear reducing costs to shortening art production and technical development prototyping.
⦁ Received Microsoft Patent Award as Designer for “Smart Camera For Virtual Conferences”. Collaborated with key leads across multiple disciplines to author white paper.
⦁ Recruited and managed mocap vendors and character art teams including international talent.
⦁ Designed and directed 3D art and animation to simulate immersive entertainment experiences for next-generation interactive applications and wearable technology.
Key Projects: Microsoft HoloLens – AR eyewear
Kent Studio – Xbox One Kinect
Avatar Kinect – Xbox 360 Kinect
Avatar Spectrum – Xbox One Kinect
JAN 1999 -- FEB 2008
Senior Animator & Art Director – Microsoft (Game) Studios, Microsoft Corporation, Redmond, WA
⦁ Partnered with Technical Art Director (and hired art staff) to plan and create an innovative character variation system that auto-generated a near infinite library of fully articulated 2D/3D characters based on gender, age, ethnicity, geography, and occupation. Library served all simulation platforms – creating notable efficiencies in time/cost for character development.
⦁ Collaborated with cross-functional peer leads to agree on artistic goals of each game release. Defined supporting art pipelines and deliverables. Coordinated with program management to track/maintain schedules. Ensured high quality standards were exceeded/achieved.
⦁ Drove art style and character aesthetics. Developed art processes, skeletal rigs, and tools to improve animation blending, increase character variety, and introduce originality where possible.
⦁ Determined art/animation production staffing requirements. Sourced talent agencies and vendors to aid recruiting. Managed teams through milestone deliverables. Trained employees on proprietary art/animation tools, new aspects of commercial tools. Mentored career development.
⦁ Identified new art software and top outsourcing vendors used by multiple internal studios.
⦁ Defined and documented Best Practice for Microsoft Studios’ pro bono 3D character vendor test.
⦁ Animated 3D characters and vehicles. Modeled and animated character blendshapes for lip-sync and facial expressions to display realistic emotion and improve overall facial performance.
Key Projects: Microsoft ESP – PC
Flight Simulator X – PC
Forza 2 – Xbox 360
Shadowrun – Xbox 360
Gravity Kings – Xbox prototype
MechAssault – Xbox
MechCommander 2 – PC
MechWarrior 4 – PC
AUG 1996 -- JAN 1999
Art Lead – FASA Interactive Technologies, Chicago, IL
⦁ Worked as Art Director for MechWarrior 3. Plus, designed and art directed game content and UX/UI development.
⦁ Developed art & animation procedures for several proprietary art & animation systems.
⦁ Defined milestone schedules, assigned art tasks, and provided timely feedback.
⦁ Hired/managed art team. Collaborated with engineering teams to create proprietary art tools.
⦁ Animated characters and building destruction for game-ready art and proof-of-concept cinemas.
⦁ Modeled and textured buildings, terrain, foliage, and effects including levels of detail and damage.
Key Projects: DisneyQuest’s Invasion! – Location-Based
MechCommander Gold – PC
MechWarrior 3 – PC
FEB 1994 -- AUG 1996
Assistant Art Director – Virtual World Entertainment, Chicago, IL
⦁ Promoted to Assistant Art Director from Lead Animator.
⦁ Planned, researched, and created animations, test data, procedures, and proprietary plug-ins.
⦁ Animated & lip-synced principal Disney character, Jafar, for simulation ride inspired by Aladdin.
⦁ Animated Mechs, vehicles, and aquatic life for real-time 3D content, 2D sprites, and cinema.
⦁ Modeled and textured Mechs, vehicles, buildings, terrain, foliage, levels of detail, and damage.
⦁ Designed and modeled schematic for simulated aquatic environment.
Key Projects: MechCommander – PC
DisneyQuest’s Aladdin’s Magic Carpet Ride – LBE
Voyage to Atlantis – LBE prototype
BattleTech – LBE
Red Planet – LBE
SOFTWARE
Autodesk Maya, Autodesk 3D Studio Max, Adobe Photoshop, Unity, Camtasia, Adobe Premiere, Adobe After Effects, Xsens MVN Studio (motion capture software), Slack, Trello, JIRA, ChatGPT, Perforce, Confluence, Git, SourceSafe, Source Depot, Dropbox, Google Docs/Slides/Sheets/Drive, and Microsoft Office.
EDUCATION
Columbia College, Chicago, IL
· Advanced Computer Graphics post-graduate studies (2 yrs)
· Bachelor of Arts - Majors: Advertising & Graphic Design
D.B. MOLITOR / [email protected] / 425.761.2416
db_molitor_resume_07.pdf | |
File Size: | 181 kb |
File Type: |