Principal Software Engineering Manager at Microsoft
Redmond, Washington, United States
Join Prog.AI to see contacts
Join Prog.AI to see contacts
Summary
🤩
Rockstar
🎓
Top School
Cameron Micka is a Principal Software Engineering Manager at Microsoft with over 15 years of experience shipping games and mixed reality platforms, from one of the earliest iOS App Store titles to HoloLens and Microsoft Mesh. He blends deep engine-level expertise—renderers, physics, AI, custom engines—with product leadership, having led teams to build commercial PlayStation and VR titles and to optimize MRTK graphics and tooling. At Microsoft he owns core Mesh Toolkit components and authored the open-source MRTK/Standard shader and multiple performance and capture systems used across MR teams. He has a knack for squeezing high-fidelity visuals into constrained hardware and improving shader extensibility (notably contributing non‑D3D11 support and advanced hover-light features to MRTK). A DigiPen-trained developer who moved from solo founder to technical director and now engineering manager, he pairs hands-on coding chops with cross-discipline collaboration and shipping-first pragmatism.
8 years of coding experience
14 years of employment as a software developer
Real Time Interactive Simulation Computer Science Math Physics Game Design, Real Time Interactive Simulation Computer Science Math Physics Game Design at DigiPen Institute of Technology
This repository is for the legacy Mixed Reality Toolkit (MRTK) v2. For the latest version of the MRTK please visit https://github.com/MixedRealityToolkit/MixedRealityToolkit-Unity
Role in this project:
Full-stack Developer
Contributions:64 reviews, 120 commits, 95 PRs in 3 years 11 months
Contributions summary:Cameron contributed primarily to the Mixed Reality Toolkit v2 shader improvements. They focused on enhancing the shader's functionality by adding support for non-D3D11 APIs, two hover lights, and improved corner rendering. Further commits involved the addition of three hover lights and improvements to the shader's extensibility. Finally, they updated the shader inspector and provided improvements to clipping primitives.
Contributions:6 pushes, 1 branch in 4 years 3 months
Find and Hire Top DevelopersWe’ve analyzed the programming source code of over 60 million software developers on GitHub and scored them by 50,000 skills. Sign-up on Prog,AI to search for software developers.