Paul Du Bois is a Staff Software Engineer in Oakland with 15 years of experience leading cross-disciplinary engineering teams at Adobe and Google and a long history in game and systems programming dating back to the 1990s. He combines systems-level expertise—from embedded C++ and board bring-up to engine design—with product-focused leadership, having led Tilt Brush and an unannounced AR product and currently guiding Adobe Medium. A pragmatic problem-solver and mentor, he has shipped award-winning games, written core studio infrastructure, and rebuilt engine and tooling where it mattered most. His open-source contributions to projects like the Moai SDK and Google’s Tilt Brush toolkit show hands-on work on graphics, FBX parsing, stroke extensions and platform-specific improvements for mobile and iOS. Comfortable spanning hardware to high-level UX, he brings rare depth across math, performance optimization, and creative interactive systems.
15 years of coding experience
26 years of employment as a software developer
BA, Physics, Computer Science, BA, Physics, Computer Science at University of California, Berkeley
Scripts and assets that help you use Tilt Brush data in your creative projects.
Role in this project:
Full-stack Developer
Contributions:11 releases, 101 commits, 10 PRs in 3 years 5 months
Contributions summary:Paul primarily worked on enhancing the `tilt-brush-toolkit` repository, focusing on improving and expanding the functionality of stroke extensions within the Tilt Brush ecosystem. They implemented the ability to modify stroke extensions and added associated tests to validate the changes. Furthermore, the user refactored the FBX parsing code to improve its handling of Tilt Brush data. These changes included improved support for newer versions of Tilt Brush and handling particle-related optimizations.
Contributions summary:Paul made several bug fixes and improvements to the Moai SDK. This included addressing issues with double-incrementing in a push results list, correcting a bug in time-to-frames calculation, and fixing a problem with the `GetWorldToWndMtx` function. The user also implemented iOS-specific functionality, adding methods to retrieve device size and model information within the `MOAIEnvironment` class. Finally, the user provided a sample using TexturePacker.
sdkmoai
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.