Working at Niantic
Worked as a Game Engineer at Niantic on the Ads Platform team. Responsible for full-stack implementations of new features on games such as Pokémon Go and Harry Potter Wizards Unite, as well prototyping AR advertising experiences
Working at Niantic
Worked as a Game Engineer at Niantic on the Ads Platform team. Responsible for full-stack implementations of new features on games such as Pokémon Go and Harry Potter Wizards Unite, as well prototyping AR advertising experiences
September - April 2022
Niantic Inc.





About The Job:
Technology & Mediums:
Java, C# for Unity, Angular, React, Typescript
I worked as a Game Engineer for 2 years at Niantic Inc, an AR phone games company best know for titles such as Pokemon Go, Harry Potter Wizards Unite, and Ingress. As the Sponsorship team's sole Unity developer, my primary responsibility was to fully implement new features requested by Niantic's partners in any of our games. This role required me to quickly and effectively adapt to new games and systems, as well as collaborate with a wide variety of teams and stakeholders.
Balancing the needs of players and advertisers was a challenging aspect of my team's work so I was closely involved in the design process for my features. Most started as prototypes that I iteratively created models, gameplay mechanics and UI's for as we searched for the best implementation.
We were particularly interested in the future of advertising, so I created multiple prototypes of AR experiences for unreleased games like Peridot and Pokemon Go that pushed boundaries of what could be done with Niantic's computer vision and geolocation technology. In particular, we experimented with using technology such as semantic segmentation, image recognition, and plane mapping, in combination with data about the player's location and their friend's in game behavior to create complex AR advertising experiences that were exciting for players and meaningfully integrated into the gameplay.
Because the Sponsorship team was relatively small, I also contributed to the web and server work to provide tools and information to advertisers and players.
Technology & Mediums:
September - April 2022
PROCESS:

AR Advertisement Prototyping
Exploring the future of advertising was a priority for my team, so we regularly experimented with how new technology could be used to enhance our features. In particular, we wanted to more closely integrate our content into the real world around the player so I had the opportunity to work on a variety of AR prototypes for games like Peridot and Pokémon GO. This experimentation pushed the boundaries of Niantic's computer vision and geolocation technology, using features like semantic segmentation, image recognition, and plane mapping to create compelling, boundary-pushing AR experiences. I also fully brought the parallel reality feature into Pokémon GO that responded in real time to the player’s location as they walked.


Implementing Ad Activations in Our Games
Once a feature was defined, I was also responsible for ensuring they were seamlessly integrated into the gameplay of popular titles. During the prototyping phase, this meant closely collaborating with a game’s UX designers to ensure features were noticeable, positive experiences for players that did not disrupt the game’s overall progression. Once we were satisfied with an experience, implementation required me to efficiently adapt to the game’s code base, generally in C# for Unity, and maintain features long-term as games continued to grow. As our games involved large numbers of players across using a variety of mobile devices, efficiency, latency, and cross-platform compatibility were major considerations I learned to take into account.

Full-Stack Contributions
Because the Sponsorship team was small and agile, my work often extended beyond Unity development. I regularly contributed to our full-stack development, helping to build and maintain server components for our games in Java, as well as web portals for our advertising partners in Angular and React. This gave me an in-depth understanding of our advertising pipeline from end to end and allowed me to identify points where generalizations could be made to reduce redundant work.





