Hello! I'm Eric, a Software Developer based in the Twin Cities. I'm also the creator of Publizoid, a creative outlet where I develop indie games. I studied Mathematics at University of Florida, and apply that knowledge in areas including computer graphics, simulation, and visualization.
You can view my writing in the Notebook. It is a journal of sorts, intended to capture observations at a given point in time. Sites that I find interesting are stashed on the Links page. Welcome to my home on the web!
| CV | ericisaac-cv.pdf |
| mail@ericjisaac.com |
R&D software developer responsible for several greenfield projects, including the development of a real-time interactive "phygital" experience for architectural design. Designed and implemented a custom spatial algorithm that enabled real-time capture and translation of physical designs via camera feed. Supported maintenance and improvement of internally developed design software.
R&D software developer focused on effective use of digital technology in the architectural design process, including immersive technology, machine learning, building-information-modeling, and distributed data processing. Responsible for balancing multiple initiatives, responding to changing needs in the business, and helping scope and deliver technology projects across business units.
Simulation software developer on the Animated Cell team (a visualization team) at the Allen Institute for Cell Science. Responsible for the architecture, design, and implementation of the Simularium project. The Simularium viewer resulted in a Nature Methods publication.
R&D software developer on a team focused on measuring and improving the performance of the Windows OS on in-development hardware platforms.
Software developer on Tyto Ecology, an educational ecosystem simulation game on PC, iOS, and Mac, and Tyto Online, an online game (MMO) designed to teach STEM concepts. Involved through the release of Tyto Ecology and the through the beta for Tyto Online. Focused on Graphics or 'Mathy' tasks like performance optimization, VFX tweaking, and working closely with tech-artists to balance performance and fidelity for animations and shaders.