I'm Dan Violet Sagmiller, a Unity expert programmer with 20+ years in C#, AI, and performance-critical systems. I've been recognized by Unity and Microsoft for deep expertise in low-level memory, networking, and real-time simulation, and I enjoy turning creative visions into scalable, high-performance architectures. Selected achievements include speaking at Unite 2025 on low-level memory and Unity GC differences, helping author Unity’s Expert Programmer Certification, and re-engineering Unity Physics from 200-10,000 objects. I’m passionate about mentoring teams, building reliable tooling, and delivering lag-safe, predictive networking for real-time experiences.

Dan Violet Sagmiller

I'm Dan Violet Sagmiller, a Unity expert programmer with 20+ years in C#, AI, and performance-critical systems. I've been recognized by Unity and Microsoft for deep expertise in low-level memory, networking, and real-time simulation, and I enjoy turning creative visions into scalable, high-performance architectures. Selected achievements include speaking at Unite 2025 on low-level memory and Unity GC differences, helping author Unity’s Expert Programmer Certification, and re-engineering Unity Physics from 200-10,000 objects. I’m passionate about mentoring teams, building reliable tooling, and delivering lag-safe, predictive networking for real-time experiences.

Available to hire

I’m Dan Violet Sagmiller, a Unity expert programmer with 20+ years in C#, AI, and performance-critical systems. I’ve been recognized by Unity and Microsoft for deep expertise in low-level memory, networking, and real-time simulation, and I enjoy turning creative visions into scalable, high-performance architectures.

Selected achievements include speaking at Unite 2025 on low-level memory and Unity GC differences, helping author Unity’s Expert Programmer Certification, and re-engineering Unity Physics from 200-10,000 objects. I’m passionate about mentoring teams, building reliable tooling, and delivering lag-safe, predictive networking for real-time experiences.

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Language

English
Fluent

Work Experience

Principal Engineer at MetaGravity
January 1, 2023 - November 14, 2025
Architected network SDKs for thousands of Unity connections; designed custom memory structures and prediction systems for real-time synchronization under packet loss; validated with playable demos.
Lead Unity Engineer at FLAIM Systems
January 1, 2023 - January 1, 2023
Reduced VR simulation build times from 24 hours to 20 minutes; implemented automated tests and architectural refactors for long-running projects.
Senior Unity Engineer at Microsoft
January 1, 2021 - January 1, 2021
Owned HoloLens AR/VR tools for Dynamics 365 Guides and Layout; feature development and security updates for enterprise clients.

Education

21 Technical Certifications at TCD Vocational
January 11, 2030 - November 14, 2025

Qualifications

Microsoft MVP
January 11, 2030 - November 14, 2025
Unity Expert Programmer Certification
January 11, 2030 - November 14, 2025
Author – Unity AI Programming Essentials & Indie Game Development with C# & XNA
January 11, 2030 - November 14, 2025

Industry Experience

Gaming, Software & Internet, Media & Entertainment, Professional Services
    paper Custom Unity Physics Engine: from 200 to 10,000 Anti-Grav cars in Real-Time

    After I had learned to create Anti-Gravity physics using Unity’s Rigidbody in PhysX, I was finding a limit at about 200 cars in real time.

    I could have gone higher by making the car not work as well, lower physics resolution, but by determining that PhysX was just doing way more work than was needed, I was able to circumvent all run-time processing of triangles, All memory hops,significantly reduce the math, and get the processing near hardware level.

    The video below shows 50,000 physics checks being processed in real-time, in the editor, on the main thread.

    Each of those physics checks return the full physics responses needed for a point in hover physics, and a car only needs to check its 4 corners to be at a perfect physics resolution.

    I spoke about this with Richard Fine (Unity Principal Engineer at Unity) at Unite 2025 Barcelona on Understanding Unity Memory