Cameron Micka
Principal Software Engineer
Engineer who loves bridging the gap between design and engineering.
Experience
Microsoft — Principal Software Engineering Manager
2016 – Present · Redmond, WA
Graphics & UI work across Teams Immersive, Mesh, MRTK, and HoloLens — shaders, rendering tooling, and developer experience for mixed reality.
Fun Bits Interactive — Technical Director
2011 – 2016 · Seattle, WA
Grew from Software Engineer to Technical Director across five years — shipping Escape Plan on PS Vita/PS4 (Unity), Fat Princess Adventures on PS4 (custom C4 Engine), and VR/MR R&D in Unreal Engine 4. Leading up to 12 engineers while staying hands-on across engine, tools, and gameplay.
LucasArts Entertainment — Software Engineer
2009 – 2010 · San Francisco, CA
Gameplay and engine programming on Star Wars: The Force Unleashed I & II (PlayStation 3 & Xbox 360) in the Ronin Engine — from an internship building data and tooling pipelines to shipping boss-battle gameplay and DLC.
Micka Studios — Founder
2008 – 2011 · Redmond, WA
Self-employed indie studio shipping original iOS and Zune HD games on a from-scratch proprietary mobile engine — OpenGL ES 1.0/2.0, OpenAL, and Box2D — wearing every hat from engine to store submission.
iD Tech Camps — Game Creation Extreme Instructor
2007 · Philadelphia, PA
Summer contract teaching "Video Game Creation Extreme" — the Torque game builder, game scripting, and an original course curriculum for middle and high school students.
DigiPen Institute of Technology — BS, Real-Time Interactive Simulation, Minor in Mathematics
2006 – 2010 · Redmond, WA
Where it started — a rigorous, project-driven computer science and real-time graphics education built around shipping games every year.
Screen Actors Guild — Child Actor & Print Model
1988 – 2004
Long before writing code, worked as a child movie actor and print model — appearing as an extra in feature films, in TV commercials, and in print advertising.