Philipp Schofield is an AR/VR software engineer with nine years of experience blending mathematical rigor, game development, and animation systems to create lifelike virtual characters. Currently at Apple after leading animation engineering at Crytek, he designed modular node-based blend trees, hierarchical state machines, and a full-body FABRIK IK solver used in Hunt: Showdown and its 1896 release. He brings a mathematician’s precision (M.Sc. in Mathematics) to performance-sensitive engine work, including console optimizations, cloth preprocessing, and server-side animation scaling. Philipp is comfortable bridging disciplines—working closely with AI, tech art, and artists—and has presented work at SIGGRAPH and SCA while mentoring junior engineers. A knack for procedural, dynamic motion lets him treat animation as both a technical system and expressive medium.
9 years of coding experience
4 years of employment as a software developer
Master of Science - MS Mathematics, Master of Science - MS Mathematics at University of Münster
A Unity Engine Project in which a controllable wall-walking spider uses inverse kinematics (IK) to position its legs to its surroundings, such that it moves realistically.
Contributions:221 commits, 156 pushes, 5 branches in 2 years
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