LeweyG@Microsoft.com
Lewey
Geselowitz
Objective:
To work on the future interfaces of computing
- To enable contextual and correlated navigation between interfaces
- To establish physical interaction technologies and applications
- To visualize software processes for natural user programming
Experience:
10/2008 – Present: NUI Publishing, Primary Kinect Engineer, Microsoft Studios
-
Kinect Star Wars (Concept to Post-Production,
Augmentation Lead)
o Defined and lead the development of our augmented avateering technology and ergonomic animation authoring practices.
o Designed and implemented numerous core interaction systems such as Inverse Body Dynamics Muscle estimation, real-time content driven pose blending, and body reactive camera systems.
o Prototyped and drove many of the core game mechanics from force interactions, to augmented walking and holographic menu interactions.
- Kinectimals (Concept to Ship, Kinect Interactions)
o Helped design and tune most of the core interactions from the RC car, to throwing, and hand controls (straight line in your eye from actual hand, to virtual hand, to kitten).
o Lead the prototyping and implementation of numerous 3d menu systems, which finally achieved a kid friendly, easy to use, and context embedded solution.
-
Kinect Disneyland Adventures (Post
Production and Shipping, Systems Engineering)
o Implemented numerous debugging and memory analysis tools to achieve software stability and high fix rates for complex memory and multi co-routine based systems.
o Restructured and improved the in-game avateering and augmentation (including hug).
- Kinect / Natal / MFAD (Prototype to Ship, Kinect Lead)
o Was involved in many of the early hardware and software decisions, numerous early prototypes, marketing strategies, evaluating game companies, generating pitches, etc.
o Have been in the bi-weekly NUI Tech calls between the platform and game studios for the past three years, helping coordinate between teams from prototypes to shipping.
o Have given two Gamefest talks (including the 2nd highest rated tech talk in 2010), and numerous smaller “Natal fest “and partner team meetings.
10/2007 –
9/2008: DirectX / Xbox Platform Team (4
release cycles)
-
Improved
the “PIX for Windows” runtime and
analysis technologies to better support numerous DirectX based Windows products
around the company from XNA, to Photosynth and even the Shell itself.
-
Provided
designs and prototypes for a unified graphics and performance analysis
framework, that helped lead to the upcoming integration of timing and GPU debugging
technologies in Visual Studio.
7/2007 – 10/2008:
Static and Dynamics Code Analysis Team, XNA
/ Microsoft Game Studios
-
Worked
under Marwan Jubran to develop static, dynamic and memory analysis tools used
across MGS and gradually integrated into the platform (“/analyze” for example).
-
Provided
static and dynamic analysis for Alan Wake,
Viva Piñata and Fable II.
8/2006 – 7/2007:
Forza
2 Systems Team, Microsoft Game Studios (Production to Ship)
-
Worked
with artists on the environment and car rendering content pipelines and runtime.
-
Owned
numerous systems and rendering optimizations, including split-screen at 60 Hz,
and even built the final rendering library on my PC before we shipped.
5/2002 –
8/2006: Computer Science (BS),
University of Florida
-
Worked
with Dr. Jorg Peters on virtual surgery simulations using haptic feedback
devices.
-
Final
project was a complete language from parser to high level component syntax and optimizing
compiler for HLSL, GLSL, and Render-man.
5/2005 –
8/2005: R1 Engine Team, Second Microsoft
Internship (Pre-Production)
-
Helped
port Rare’s R1 engine from Xbox to the “Xenon” Xbox 360 alpha kits for Forza 2 and other titles.
-
Implemented
automatic graphics shader generation, to exactly match 3ds Max procedural
materials, including automatically disassembling, modifying and reassembling
HLSL shaders.
8/2004 –
5/2005: Hyper Protein, HyperCube Inc. (Concept to Production)
-
Designed
and implemented interactive tools for phylogenetic protein analysis using quantum
chemistry based molecular dynamics (exploring protein active sites through combined
sequence and structure)
-
Structured
a multi-document long term project interface for correlating multi-sequence DNA
alignments with 3d structural information, this was disputed but ultimately proved
most viable for focused reseach.
1/2004 –
3/2004: Windows Presentation Foundation
(WPF/Avalon): Microsoft Internship
-
Worked
on the Media Integration Layer (MIL) performance team to instrument and create profiling
tools for WPF’s native to managed communication layer, that later became
Windows 8’s “WinRT” API.
-
These
tools are still in use today in the MIL performance lab.
2002 - 2003:
Won numerous programming challenges for real-time
mobile device interaction
-
3D
Voxel carving using the Tablet PC
-
Tools
for drawing 3D SIRDS (“Magic Eye”) on the Pocket PC
-
Intuitive
Ink-based animation interface on the Tablet PC