Tim Richards is a Staff Software Engineer with a decade-long career building game engines, graphics systems, and cross-platform interactive experiences for companies from Google to Joby Aviation. He blends hands-on C++ and Unity development with systems thinking—shipping production VR/AR projects, contributing to high-profile open-source graphics libraries like GLM, and improving web 3D rendering in Google's model-viewer. His work on Google Spotlight Stories supported Oscar- and Emmy-recognized creative output, reflecting an ability to marry technical depth with storytelling and UX. Tim has a track record of architecting render and gameplay systems, optimizing engines for mobile and embedded targets, and delivering practical tools such as a custom large-number math system for games. Based in Ben Lomond, CA, he thrives on complex stakeholder-driven projects where creative engineering unlocks product and business impact.
10 years of coding experience
13 years of employment as a software developer
Bachelor of Science Game Development, Bachelor of Science Game Development at Full Sail University
Easily display interactive 3D models on the web and in AR!
Role in this project:
Front-end Developer
Contributions:27 commits in 8 months
Contributions summary:Tim primarily contributed to the visual aspects and user interaction of the `google/model-viewer` repository, specifically focusing on 3D model display on the web. Their commits introduced and modified attributes related to camera smoothing, model position interpolation, and texture mapping. They also worked on material properties such as alpha cutoffs, double-sided rendering, and alpha modes. The user's work involved changes to core files related to the model viewer's rendering and user controls.
Contributions summary:Tim primarily focused on refactoring and improving the code base of the GLM library. Their contributions involved implementing the `if constexpr` feature, updating the use of `GLM_IF_CONSTEXPR`, and updating the lookAt and perspective functions. The changes also touched on the configuration of how the code operates, which demonstrates the user's understanding of the internal logic of the GLM library. This includes modifying setup files to adapt the library for different compilers and C++ standards.
simdcppvulkanmathematicsopengl3
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Tim Richards - Staff Software Engineer at Joby Aviation