Open to new opportunities

Joe Lang

Senior Software Engineer: XR Artificial Intelligence Integration

10+ years building VR, AR, and Unity plugin products — from indie game studios to enterprise 3D display SDKs. I lead engineering teams, ship cross-platform Unity/Unreal plugins, and build immersive training, medical, and art experiences.

Beacon, NY · Remote Currently at Mursion
Portrait of Joe Lang
10+
Years Experience
25+
Projects & Case Studies
4
Focus Areas: Plugins, VR, AR, Games
About

Building XR products & leading the teams behind them

I'm a Senior Software Engineer specializing in XR Artificial Intelligence Integration, with 10+ years in AR/VR, adept in project leadership and coding. Most recently at Mursion, I'm a key engineer on AI-powered immersive management training software built with Unity 3D, Node.js, and TypeScript.

Before that, I spent 5 years as Engines Plugin Lead at Leia Inc, leading a team of 3 Unity plugin developers, redesigning the plugin architecture from 30+ classes down to 8, and leading the technical side of a company merger. Earlier in my career I founded Gamehearts LLC and built interactive AR/VR content for Stanford University's Dept. of Clinical Anatomy — including a stress-reduction game later featured on NBC and in a Super Bowl commercial.

I have a proven track record of delivering groundbreaking projects and optimizing workflows, and I'm a passionate mentor and active community contributor.

Education

DeVry University

Bachelor's Degree, Game and Simulation Programming

Skills

What I bring to a team

Engineering

Unity3D C# C++

Systems & Process

System Architecture CICD Rapid Prototyping

Leadership & Product

Team Leadership Client Relations XR UX/UI
Experience

Work History

Senior Software Engineer: XR Artificial Intelligence Integration

Mursion · – Present

  • Key engineer on AI-powered immersive management training software using Unity 3D, Node.js, and TypeScript, delivering scalable XR experiences from concept to scaled product launch
  • Restructured speech-to-text flow, reducing latency by 0.75 seconds per utterance, improving responsiveness
  • Led accessibility work with iFrame video and audio streaming partners to implement keyboard accessibility
  • Built bug-reporting and triage pipeline with API information retrieval from Jira and video-library backend

Engines Plugin Lead

Leia Inc ·

  • Led a team of 3 Unity plugin developers, driving project milestones and timelines
  • Redesigned the Unity plugin architecture, reducing complexity from 30+ classes to 8, improving maintainability and performance
  • Led the technical side of a company merger, building one plugin that worked across both Windows and Android APIs
  • Added Post Processing, URP, and HDRP support in Unity; built the Unreal release pipeline and UE5 support
  • Served as the primary liaison with industry partners and the developer community

See the Plugins section below for detailed case studies from this role.

Founder / Developer

Gamehearts LLC ·

  • Mahalo Digital: built an AR Stamp Card for the Dell Technologies World Expo in Las Vegas
  • Valeo: brought a VR teleportation experience from a rough technical demo to a polished presentation in 5 weeks
  • Lucile Packard Children's Hospital: led a team of artists and voice actors to build anesthesia stress-reduction games, featured in NBC and Super Bowl commercials
  • Sonder: created cinematic pipeline tools for one of the first animated films rendered in Unity

Content Solutions Developer

Stanford University Dept. of Clinical Anatomy ·

  • Inside Rodin's Hands: created a holographic art exhibit, featured on Al Jazeera America
  • Inside Human Body: built 4 interactive VR anatomy lectures
  • Ported an iOS educational app to Windows, ZSpace, and Oculus
  • Led the ongoing shift of clinical anatomy content from textbooks to interactive AR/VR media
Plugins

5 Years Leading the Leia Unity Plugin

Leia Inc makes 3D displays that work without the need for glasses. Here are case studies from my 5 years leading the Unity plugin team.

Leia Inc glasses-free 3D display devices

Coding Highlights

Diagram of the Leia Unity plugin architecture simplified from 40 classes to 8

Simplified Architecture

Problem

As Leia grew over the years, the Unity Plugin became increasingly more complicated to handle old requirements and new.

My Solution

I simplified our Unity plugin logic from 40 classes to 8 without breaking core functionality. Additional features were then prioritized and mapped for integration.

The Result

We now had a plugin that was simple enough to reshape for future needs without the overhead of old assumptions and tech debt.

Diagram of the Leia plugin working across Windows and Android devices

Cross Compatible Plugin

Problem

After Leia acquired Dimenco, we needed one plugin that could work across all displays on Windows and Android.

My Solution

With our new simplified plugin structure, I was able to abstract out all device logic and set two streams for firmware communication.

The Result

We now have one logic flow that worked on all supported devices, Android or Windows. Later, when we added features, no code needed to be duplicated.

Diagram of the standardized Leia Unity plugin release pipeline

Release Pipeline

Problem

Leia's Unity plugin releases were ad-hoc, breaking changes were commonly thrown into release updates, and bugs were not caught prior to releases.

  • Daily standups were introduced to review tickets and status
  • Jira tickets were connected to branches and Pull Requests, making context and code changes easy to navigate
  • Pull request workflow was standardized, encouraging team collaboration
  • CI generated test builds to verify PRs did not break core functionality
  • I mapped out our release process and announcement process so anyone on the team can launch an update
The Result

The workflow for the entire team was smoother, bugs were caught sooner, and the SDK was matured.

Prototype build running on experimental automotive display hardware

Prototyping Experimental Automotive Devices

Problem

Our automotive partners needed to test rendering possibilities on experimental displays.

My Solution

I built a process for pulling display configuration data with configurable JSON files. With that data, I could make builds for these displays without official firmware updates.

The Result

I was able to make demos for our automotive partner's experimental hardware and support them with internal projects.

Leia display content rendered with URP and HDRP post-processing pipelines

URP, HDRP, Post Processing Support

Problem

Leia Unity SDK only supported default rendering, blocking content from working on our displays.

My Solution

I restructured our SDK to add catches and hooks into Post Processing, URP, and HDRP rendering pipelines.

The Result

Leia Displays work out of the box with all rendering techniques.

Leadership Highlights

Joe leading the Leia Unity SDK plugin team

Unity SDK Team Lead

Problem

Our plugins were facing several critical issues that were affecting customer satisfaction and hindering the adoption of our technology.

My Solution

I led a team of three engineers to address and resolve these issues promptly. Our goals were to fix existing bugs reported by users, introduce new features requested by our clients, and manage the release of internal content related to the Unity Plugin to ensure it met our quality standards and user expectations.

The Result

Our team successfully resolved all identified bugs within the projected timelines, and we introduced several key features that significantly enhanced the functionality and user experience of the Unity plugin.

Leia display prototype built for an automotive industry partner

Business Partner Point Of Contact

Problem

Industry partners and business stakeholders needed to showcase demos with various devices not available on the market, including experimental automotive hardware.

My Solution

I was the go-to liaison who scoped the needs of the project and unblocked any barriers to creating content.

The Result

Leia was able to foster stronger relationships in various industries and continue support for experimental devices.

Leia developer community engagement activity

Developer Community Management

Problem

Leia did not have a standardized communication process for letting developers know about updates.

My Solution
  • Worked closely with the marketing team to develop clear, informative content about the new features
  • Forum Engagement: dedicated a portion of my daily schedule to actively monitor and engage in our developer forums
  • Feedback Loop: established a systematic approach to gather and categorize feedback from the forums, including bug reports and feature requests
  • Update Turnover: set up regular meetings with our development team to discuss the community's feedback and prioritize actions
The Result

This process encouraged active community engagement in driving product success and customer satisfaction.

Leia marketstore game library ported across 40+ titles

Managed Porting of Over 40 Games

Problem

Leia embarked on an ambitious project to launch our marketstore with over 40 games. These games varied in complexity and audience, requiring a nuanced approach to porting, testing, and launching to ensure they met our high-quality standards.

My Solution
  • Project Management: developed a detailed project plan outlining key milestones and deadlines for each game, using project management software to track progress, assign tasks, and manage resources
  • Communication: established clear lines of communication with our publishing partners via regular update meetings
  • Quality Assurance Collaboration: worked closely with our QA team to develop a rigorous testing protocol for each game
  • Feedback Loops: created a structured process for sending update requests and bug reports to our publishing partners
  • Launch Coordination: coordinated with publishers to ensure a smooth launch as games passed QA
The Result

This comprehensive approach led to the successful porting, testing, and launching of all 40 games within the projected timeline.

Virtual Reality

VR Projects

Valeo Voyage XR VR teleportation experience in a self-driving car

Valeo Voyage XR

Adapts self-driving car technology — cameras, motion sensors, and AI software — to create a VR passenger teleportation experience. I brought this from a rough technical demo to a polished client presentation in 5 weeks.

Project Overview →
NeuroExplorer VR educational neuroscience experience

NeuroExplorer VR

A 2018 Oculus Launchpad Award-winning VR experience that teaches neuroscience concepts to anyone, regardless of prior background. Developed within a cross-disciplinary team of artists, sound engineers, and production specialists.

Find it on the Oculus Store →
Simtainer VR experience showing a repurposed shipping container

Simtainer

A VR experience that explores different repurposes for shipping containers — housing, medical bays, and urban farming. I built and programmed the application, using Unity's Timeline tool to author several simulation narratives.

Project Overview →
Smart City Futures Edmonton VR community engagement tool

Smart City Futures Edmonton

A community engagement VR tool for the City of Edmonton, visualizing the possibilities of smart city infrastructure. I programmed the application and coordinated with city planners and designers.

Interactive VR anatomy lecture built for Stanford Clinical Anatomy

Stanford VR Lectures

Three interactive VR anatomy lectures built for Stanford Clinical Anatomy, designed to replace static textbook content with spatial, explorable 3D environments. I designed and developed these lectures end-to-end.

Stanford Clinical Anatomy →
Blaze Of Trust Burning Man VR art project

Blaze Of Trust VR Project

A Burning Man art project exploring vulnerability and trust through a combination of virtual reality and live interactive exercises. I was the sole developer — responsible for all Unity development, hardware setup, and on-site deployment.

Augmented Reality

AR Projects

Inside Rodin's Hands holographic AR exhibit at the Cantor Museum

Inside Rodin's Hands

A groundbreaking AR exhibit at Stanford's Cantor Museum blurring the lines between art, anatomy, and technology. Using image-based tracking, visitors get an X-ray view into Rodin's sculptures.

News report →
Avatar Medic AR disaster relief training application

Avatar Medic

An AR training app that teaches non-medical personnel how to administer disaster relief intervention, built with the IBM Watson toolset. Won the hackathon award for Best Use of IBM Watson.

Project Overview →
IFTF Future 50 Hologram Dance Hall 3D scanned dancer

IFTF Future 50: Hologram Dance Hall

Guests were 3D scanned on-site, then rigged, animated, and composited into a music video played live at the event. I built this pipeline end-to-end within the event's live timeline.

IFTF Emerging Media Lab →
Wallabe Sky AR customizable furniture viewer

Wallabe Sky

A cross-platform AR furniture viewer for Neumatic Digital, letting users see customizable furniture in their real space — running on HoloLens, ARKit, and WebGL from a single codebase.

Project Overview →
Other

Development Projects & Community Programs

Development Projects

Sevo The Dragon pre-surgery anxiety reduction game character

Sevo The Dragon

A stress-reduction game for Stanford Medicine Children's Health, helping pediatric patients stay calm before surgery. Later featured in an NBC report and a Super Bowl commercial. I handled programming, art sourcing, music integration, and owned the full project timeline.

Super Bowl commercial →
Sonder, one of the first animated films rendered in Unity

Sonder

One of the first animated films rendered in Unity. I consulted in the early R&D phase — prototyping Unity's pre-alpha Timeline tool and giving structured feedback that shaped its development direction.

Project Overview →
Stanford Anatomy Visualization Tool showing an interactive 3D viewer

Stanford Anatomy Visualization Tool

An anatomy viewer app designed around the specific workflows of anatomy professors — built to replace static slide decks with a real-time 3D exploration tool. Designed and developed end-to-end.

Stanford Clinical Anatomy →

Community Programs

Students in the Newburgh Armory Unity Center VR class

VR Class: Newburgh Armory Unity Center

The Newburgh Armory Unity Center's "Prosperity Through Education" program offers free Saturday enrichment classes for the community. I created and continue to teach an introductory Unity3D and VR development class.

Class Overview →
XR EDU Bay Area education technology event

XR EDU

A series of Bay Area events at the intersection of emerging XR technology and local education. I co-created and ran several events with teacher and tech advocate Azine Davoudzadeh.

SATU STEAM summer program students in West Oakland

SATU STEAM Summer Program

A summer program preparing underserved West Oakland youth for careers in technology and innovation. I created the program and coordinated guest mentors from the tech industry each week.

Awards

Recognition

Coyote Automobile Awards trophy
Valeo Voyage XR – Techno Innovation 3rd Place
IBM Watson Award badge
Avatar Medic – Best Use of IBM Watson
Oculus Launchpad Award badge
NeuroExplorer VR – Oculus Launchpad Winner
Project Tango Award badge
Dino Labs – Most Useful Application
ZSpace Award badge
Escape! – Winner
High Fidelity Award badge
Attack On Titan VR Showdown – 2nd Place
Microsoft Hololens Award badge
Connect 4 – 2nd Place
DeVry University Award badge
TrakKart – Planning, Technical Merit, Best Presentation, Judges Choice

Let's Connect

I'm always interested in discussing new opportunities, immersive tech projects, or connecting with fellow XR developers.