Doug Koellmer
Professional Software Engineer
Canton, CT, USA
doug@dougkoellmer.com
Open Source
I maintain several projects related to application frameworks, graphics, math, physics, and games.
Check out my account profiles to the right and my most ambitious projects below.
Swarm source, demo, demo
A next-generation web-based CMS...
for surfing and organizing large amounts of content in a natural, seamless fashion. Has a meaty HTML5 front-end and fast, scalable Java back-end.
QuickPhyx source, demo, forums
A high-level game physics engine...
with an extensible, event-driven DOM-like API, CSS-like property system, multi-language support, top-down car physics, softbody simulation, and much more.
Professional Experience
Most of my paid experience has been in mobile and web development, focusing on games, virtual
reality, CAD, and simulation. Check out a few select projects to the right and more details below.
Senior Android Engineer
Third Iron
EdTech Startup
Winter 2016 - Present
  • Took ownership of existing flagship app Browzine, leading the development of new features and refactoring prototype debt.
  • Lines of code cut in half, superfluous dependencies slashed, download size reduced by 25%, crash-free users increased by 10%, robust unit testing added, build cut to 1/8th the time, cleaner architecture.
  • Ported new features both to and from iOS in Swift.
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Senior IoT Engineer
iDevices
IoT Startup
Spring 2014 - Winter 2016
  • Built up their Android development team from zero to five.
  • Led the development of their flagship app iDevices Connected.
  • Led the development and management of SweetBlue.
  • Oversaw consulting projects for several Android apps, most significant being Kestrel LiNK.
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Game Programmer
Venan Entertainent
Mobile Game Studio
Winter 2011 - Spring 2012
  • Codeveloped the hit social MMORPG Book of Heroes.
  • Codeveloped a social gaming platform running on Amazon's cloud service that serves millions of monthly users.
  • Developed an internal web application for Book of Heroes allowing three designers to work concurrently to create hundreds of items, monsters, NPCs, quests, locations, and more.
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Lead Programmer
Fluid Desk
CAD Software Firm
Fall 2005 - Winter 2008
  • See a quick presentation of my work here.
  • Led a team of three developing a mesh-based geometric primitives API, supporting variably-triangulated, highly-flexible surface approximations, along with operations for creating various sections/intersections thereof.
  • Used the above API to construct ~150 distinct 3d piping and ventilation elements, configured dynamically by dimensions retrieved from a UI and manufacturer specifications.
  • Developed a Hidden Line Removal (HLR) engine, which takes 3d scenes of elements from any viewpoint and renders a symbolic 2d line drawing of use to sanitary engineers.
  • Developed a parametric geometry primitives API as a compliment to the mesh-based API. This was used for HLR as well as extremely accurate collision detection.
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SweetBlue source, video, website, docs, wiki
Bluetooth Low Energy for Android...
with a simple, consistent, async-event-based API that drastically reduces the effort needed to bring a BLE app to market. Headed development, pushed through its public release, and was technical point of contact for over a dozen proprietary licensees.
This started as an internal project to aid in developing iDevices Connected, but I saw the potential this could have for all Android BLE apps and championed the cause of getting it open sourced under the GPL together with a proprietary licensing system which brought iDevices roughly $100,000 in additional annual revenue.
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Technical Director
Eagre Interactive
EdTech Startup
Summer 2012 - Winter 2014
  • Created the company website.
  • Led a Kickstarter campaign.
  • Created a series of interactive HTML5 minigames for McGraw-Hill's Earth Science division. See some samples here.
  • Prototyped a radical new kind of fixed-layout ePub3 reader for textbooks.
  • General system administration and tech troubleshooting.
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Lead Programmer
Johnson Center for Simulation
Serious Game Studio
Spring 2008 - Winter 2011
  • Led the programming and design for a $1 million game funded by the Department of Defense to teach metal corrosion principles and prevention. They gave us another $2 million the next year.
  • Led a $200,000 project funded by Medrad using force-feedback devices to simulate a gluing procedure that was too expensive to teach with real parts.
  • Programmed and co-designed a rhythm-based iOS game called Touch Tone Hero. It currently has a 4/5 rating.
  • Created an in-house logging system to track daily project progress and compile reports for clients. It has been used for 4 years and saved countless manager-hours.
  • Made a proof-of-concept for using a $30 Wiimote as a 6-DoF 3d tracker. Funded by the NSF to replace the multi-thousand dollar trackers normally in use.
  • Made numerous custom hardware components for the center's various VR systems; mounts, electronics, casings, mock-ups, etc.
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