Paul Du Bois

Staff Software Engineer at Adobe

Oakland, California, United States
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Summary

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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.
code15 years of coding experience
job26 years of employment as a software developer
bookBA, Physics, Computer Science, BA, Physics, Computer Science at University of California, Berkeley
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Github Skills (18)

ios10
c-language10
mobile-development10
python10
testing10
lua10
sdk10
cprogramming-language10
unity3d10
openssl9
game-development9
macos9
pyqt6
keychain6
iphone6

Programming languages (9)

TypeScriptC#C++CSSCMakeJavaScriptHTMLPython

Github contributions (5)

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googlevr/tilt-brush-toolkit

Oct 2016 - Mar 2020

Scripts and assets that help you use Tilt Brush data in your creative projects.
Role in this project:
userFull-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.
brushpost-processingtiltshaderlabassets
moai/moai-dev

Oct 2011 - Nov 2011

This is the development repo of Moai SDK.
Role in this project:
userMobile Developer
Contributions:5 commits in 4 days
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
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Paul Du Bois - Staff Software Engineer at Adobe