Full-Stack Software Developer
Full-stack software developer with six years shipping production XR systems for naval education training. I specialize in large-scale platform architecture, technical leadership, and complex system migrations, with deep expertise in immersive 3D development, rendering engines, and performance optimization across Unity, C++, and Blender. I'm also leaning hard into AI-assisted development with Claude, building agentic coding workflows and architecture patterns that help teams ship faster without cutting corners. Above all, I care about collaborative problem-solving, clean maintainable code, and building robust systems that hold up at production scale.
Co-developed two Unity WebGL training platforms with technical artist Bryan Woodard.
Currently building a C++ render service at WTS Paradigm (a Builders FirstSource subsidiary) for Home Configure, powering automated Blender-based asset rendering for the platform.
Led a large-scale migration of 1000+ runtime-loaded assets from Unity 2019 to Unity 6 HDRP for Home Configure, a production home visualization platform built at WTS Paradigm (a subsidiary of Builders FirstSource) serving hundreds of customers and thousands of concurrent users.
Developed and shipped a cross-platform (web, desktop, VR) 3D visualization and inspection tool using Unity and WebGL for the Keyport Naval Undersea Warfare Center. This tool enabled detailed breakdown and inspection of complex mechanical assets, including metadata visualization derived from CAD models. Developed automation tools that streamlined the integration of new assets into the application, significantly reducing development time and effort.
Skills: Unity development, WebGL, VR development, 3D visualization, data visualization, automation tools, cross-platform development, CAD integration.
Software Demo Video Link (Public Release Version)
Developed and shipped a robust data integration and automation system for NAVSEA, enabling real-time data availability for analysts. This involved designing and implementing a SQL database, automating data collection from diverse sources (including web APIs, web scraping, and external databases), and creating optimized queries and views for use in data visualization tools. Successfully managed large and complex datasets, ensuring data quality and accessibility. Collaborated with stakeholders to understand their needs and deliver effective solutions within system constraints.
Skills: .NET Core development, SQL database design and development, data integration, data automation, web scraping, API integration, PowerShell scripting, data analysis, stakeholder collaboration.
This project implements a robust and efficient object pooling system using C# and Unity, designed to
optimize
performance by reducing costly object instantiation and garbage collection. Leveraging .NET
object-oriented
principles, it features a generic ObjectPool class, an abstract
PoolableObject
base class for inheritance, and a centralized PoolManager for streamlined access and
management. A
practical, time-based example illustrates its effectiveness. This design enhances performance, promotes
code reuse, and
demonstrates solid software engineering practices applicable beyond game development.
This project showcases a C# behavior tree data structure I developed and implemented for animal AI within the Unity Game Engine. Built using .NET design principles, it also utilizes a blackboard architecture to manage AI state and decision-making, enabling more dynamic and reactive behaviors in the environment.
GitHub Link | YouTube VideoAugust 2025 - Present
2020 - July 2025
2018 - 2020
You can view my published work here.
03/2020 - 05/2020
Email: brian.g.hoglund@gmail.com
LinkedIn: LinkedIn Profile
GitHub: GitHub Profile