I am a highly experienced software engineer with a diverse career spanning published (and award-winning) video games, visual effects, mobile platforms, robotics, embedded systems, biomedical engineering, defence, and sports technology. I thrive on solving complex problems across disciplines and delivering production-ready software. Most recently I contributed to ZivaRT initiatives at Unity and then DNEG, working on production-grade character solutions used in major games and films. I’ve published and contributed to notable projects such as JetPork, SmallWorlds, Rollcage, and BlastChamber, and I continue to explore new frontiers in graphics, AI, and realtime systems.

Jim Williams

I am a highly experienced software engineer with a diverse career spanning published (and award-winning) video games, visual effects, mobile platforms, robotics, embedded systems, biomedical engineering, defence, and sports technology. I thrive on solving complex problems across disciplines and delivering production-ready software. Most recently I contributed to ZivaRT initiatives at Unity and then DNEG, working on production-grade character solutions used in major games and films. I’ve published and contributed to notable projects such as JetPork, SmallWorlds, Rollcage, and BlastChamber, and I continue to explore new frontiers in graphics, AI, and realtime systems.

Available to hire

I am a highly experienced software engineer with a diverse career spanning published (and award-winning) video games, visual effects, mobile platforms, robotics, embedded systems, biomedical engineering, defence, and sports technology. I thrive on solving complex problems across disciplines and delivering production-ready software.

Most recently I contributed to ZivaRT initiatives at Unity and then DNEG, working on production-grade character solutions used in major games and films. I’ve published and contributed to notable projects such as JetPork, SmallWorlds, Rollcage, and BlastChamber, and I continue to explore new frontiers in graphics, AI, and realtime systems.

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Experience Level

Expert
Expert
Expert
Expert
Expert
Expert

Work Experience

Senior Software Engineer - ZivaRT at Unity
May 31, 2024 - May 31, 2024
Senior Software Engineer on the ZivaRT team. Developed the ZivaRT Unity plugin in C#, trainer in C++, and Maya plugin in C++; ZivaRT used in multiple productions and games including Spider-Man titles and Call of Duty.
Senior Software Engineer - ZivaRT at DNEG
May 1, 2024 - November 22, 2025
Senior Software Engineer on the ZivaRT team; acted as team lead for 1 year. Contributed to the ZivaRT pipeline and its integration into film production workflows; Ziva won the 2025 SciTech Academy Award; Dune: Part 2 used Ziva in production.
Lead Developer at High Performance Sport NZ
June 30, 2022 - June 30, 2022
Led the software team, planned and coordinated development; liaised with sporting organizations and scientists to plan, develop, deploy and maintain projects for world-class Olympic teams; VR on Oculus Quest.
Senior Developer at Kinetic Engineering Design Ltd
June 30, 2018 - June 30, 2018
Developed 3D software to control industrial robots and display their status; engaged in C++, C#, OpenGL and Delphi development.
Contract Senior Developer at Wellington Drive Technologies
June 30, 2016 - June 30, 2016
Embedded software development for refrigeration systems; developed Python-controlled test rigs; C, C++, Python.
Contract Senior Developer at 4D Pipeline Ltd
March 31, 2016 - March 31, 2016
Developed 3D software for overseas clients, including 3D vision and video game development; C#, C++, OpenGL.
Senior Developer at Ambient Design Ltd
September 30, 2015 - September 30, 2015
Design and development of ArtRage painting program across iOS, Android, Windows, and Mac; real-time communication between iPad and PC/Mac; iOS, Unity, Objective-C, C#, C++, TCP/UDP.
Senior Developer at Stackflo Ltd
December 31, 2013 - December 31, 2013
Software design and development of robots; real-time graphical simulation; wrote a custom package using OpenCascade; C#, VB.NET, DirectX, WinForms.
Technical Team Lead / Development Manager at Outsmart Ltd / SmallWorlds
November 30, 2010 - November 30, 2010
Led design and development of the Flex-based online virtual world SmallWorlds; built NPC AI; managed testing and releases; won Adobe MAX 2009 Social Computing prize.
Senior Software Engineer at Right Hemisphere Limited / Nextspace
March 31, 2008 - March 31, 2008
Early-career role focusing on real-time 3D graphics and simulation systems for training and entertainment; contributed to vehicle simulations and geographical data visualization.
Senior Software Engineer at Right Hemisphere Limited / Nextspace
March 31, 2008 - March 31, 2008
Design and implementation of real-time 3D graphics, training, and simulation systems for entertainment and training; car and terrain simulation; project management and client liaison.
Senior Software Engineer at Virtual Spectator International Limited
June 30, 2006 - June 30, 2006
Design and implementation of real-time client-server 2D/3D graphics systems for television and internet applications (America’s Cup, Volvo Ocean Race, World Rally Championship); team lead; GPS data integration and data acquisition.
Software Engineer at Oscmar International Ltd (now Cubic Defence New Zealand)
August 31, 2002 - August 31, 2002
Embedded C/C++ programming for resource-constrained portable embedded computers for laser-based defence simulations; interfaced GPS, laser, radio, infrared, LCD; wrote embedded guidelines and style guides.
Research Engineer at Auckland Bioengineering Institute
March 31, 2002 - March 31, 2002
Software engineer and electronics support; developing CMGUI visualization tools (2D/3D), Unemap cardiac waveform data acquisition and processing; hardware diagnosis and redesign.
Software Engineer at Fisher and Paykel Ltd
January 31, 1999 - January 31, 1999
Developing Grasp, an Integrated Debugging Environment for PSC software used in industrial control systems; Delphi development; received NZ Institute of Measurement and Control award in 1998.
Video Games Programmer at Attention to Detail Ltd
December 31, 1997 - December 31, 1997
Programmed video games across PC, PlayStation, and Sega Saturn; engine, AI, vehicle physics, and cross-platform development; liaised with publishers and artists.

Education

Bachelor of Engineering (Electrical and Electronic) at The University of Auckland
January 11, 2030 - November 22, 2025
Master of Engineering (Electrical and Electronic) at The University of Auckland
January 11, 2030 - November 22, 2025

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment, Software & Internet, Professional Services, Other

Experience Level

Expert
Expert
Expert
Expert
Expert
Expert