Hi, I'm Clancy John Imislund, a Senior Software Engineer with over two decades of experience creating AAA games and advanced simulation software. I've worked with industry leaders like Activision, EA, and the U.S. military, specializing in AI systems, VR/AR programming, and mobile app development. I thrive in deadline-driven environments and enjoy mentoring high-performance teams to deliver top-notch software. Passionate about game development and cutting-edge tech, I've contributed to well-known titles such as Ultimate Spiderman and Call of Duty, and developed sophisticated simulations for military applications. I’m skilled in Unity, Unreal Engine, and a variety of programming languages, always staying ahead with innovative solutions and cross-platform development.

Clancy John Imislund

Hi, I'm Clancy John Imislund, a Senior Software Engineer with over two decades of experience creating AAA games and advanced simulation software. I've worked with industry leaders like Activision, EA, and the U.S. military, specializing in AI systems, VR/AR programming, and mobile app development. I thrive in deadline-driven environments and enjoy mentoring high-performance teams to deliver top-notch software. Passionate about game development and cutting-edge tech, I've contributed to well-known titles such as Ultimate Spiderman and Call of Duty, and developed sophisticated simulations for military applications. I’m skilled in Unity, Unreal Engine, and a variety of programming languages, always staying ahead with innovative solutions and cross-platform development.

Available to hire

Hi, I’m Clancy John Imislund, a Senior Software Engineer with over two decades of experience creating AAA games and advanced simulation software. I’ve worked with industry leaders like Activision, EA, and the U.S. military, specializing in AI systems, VR/AR programming, and mobile app development. I thrive in deadline-driven environments and enjoy mentoring high-performance teams to deliver top-notch software.

Passionate about game development and cutting-edge tech, I’ve contributed to well-known titles such as Ultimate Spiderman and Call of Duty, and developed sophisticated simulations for military applications. I’m skilled in Unity, Unreal Engine, and a variety of programming languages, always staying ahead with innovative solutions and cross-platform development.

See more

Experience Level

Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
See more

Language

English
Fluent
Amharic
Advanced

Work Experience

Senior Software Engineer at University of Southern California (USC)
December 31, 2024 - July 16, 2025
Spearheaded architecture and implementation of a highly realistic near-shore water simulation in VR. Leveraged Unity, C#, HLSL, and proprietary tools while collaborating with a mid-sized cross functional team and third-party vendors. Innovated VR cameras for both first and third-person views.
Principal Generalist Engineer at TLM Partners, Inc.
December 31, 2023 - July 16, 2025
Led successful porting of Activision’s 'Call of Duty' to Steam and architected a cross-platform VR gaming technology suite utilizing multiple device features including camera, haptics, and microphone. Worked concurrently on multiple Unreal 4 projects using Blueprints, C++, and state machines.
Lead Unity Mobile iOS / Android Engineer at Realtime Associates, Inc.
December 31, 2021 - July 16, 2025
Architected a mobile app integrating social content, AR/VR-Mobile, and SMS for iOS, Android, Oculus, and NREAL headsets.
Lead Engineer at Specular Theory, Inc.
December 31, 2020 - July 16, 2025
Architected and developed a flight simulator for the U.S. military’s C17 refueling vignette, simulating real-life physics and dynamics in Unity and VR with C#. Also contributed to an Unreal Engine version.
Senior Software Engineer at Direct TV
January 1, 2016 - Present
Streamed live and recorded video to iOS products and home DVR devices. Enabled remote sharing of assets between iOS and Unix platforms.
Senior Software Engineer at Activision Publishing
December 31, 2013 - July 16, 2025
Developed interactive entertainment software on large teams (80+), contributed to popular titles for Xbox360 and PS3, specialized in AI systems, debugging, and collaborated cross-functionally across art, animation, game design, and audio teams, earning highest performance rankings and promotions.
AI Programmer at Activision Inc.
December 31, 2008 - July 16, 2025
Developed multiplayer components using C, C++, and Intel assembly language within an 80-member team.
Software Engineer III at Electronic Arts
June 30, 2005 - July 16, 2025
Developed primarily in C++ with legacy C code within a large team of engineers on numerous projects.
Software Engineer at Last Legion Games, LLC
December 31, 2002 - July 16, 2025
Built networking and social capabilities; wrote iPhone game applications using Objective-C and C++, wrapping applications in C++ for readability.
Software Engineer at 7 Studios
December 31, 2001 - July 16, 2025
Ported the game Fantastic 4 to Nintendo Game Cube using C++ and Nintendo’s C-based API.
Lead Programmer at Check 6 Studios
December 31, 2000 - July 16, 2025
Led a team of six programmers within a 40-person team. Developed proprietary C-Compiler scripting language for PS3 games and integrated Maya suite with custom game APIs.
Software Engineer at Realtime Associates
December 31, 1999 - July 16, 2025
Developed major titles for Sega Saturn, PC, Mac, and PlayStation 1 using C and assembly, and wrote a C compiler/linker.
SENIOR SOFTWARE ENGINEER at University of Southern California (USC)
January 1, 2024 - July 16, 2025
Spearheaded architecture and implementation of a highly realistic near-shore water simulation in VR. Leveraged use of Unity, C#, HLSL, and proprietary tools. Worked within a mid-sized, cross functional team as well as 3rd party vendors. Innovated VR cameras for 1st and 3rd person views.
PRINCIPAL GENERALIST ENGINEER at TLM Partners, Inc.
January 1, 2023 - July 16, 2025
Influential in successful porting of Activision’s “Call of Duty” to Steam. Architected, led, and maintained a cross-platform technology suite for VR gaming. Employed multiple device features including camera, haptics, and microphone. Worked on additional projects simultaneously with diverse teams. Also worked on 3 Unreal 4 Projects utilizing Blueprints, C++, and their state machines.
LEAD UNITY MOBILE IOS / ANDROID ENGINEER at Realtime Associates, Inc.
December 31, 2021 - July 16, 2025
Architected a mobile app to present social content for an AR/VR-Mobile and SMS integration. Enabled app on iOS and Android platforms as well as Oculus and NREAL headsets.
LEAD ENGINEER at Specular Theory, Inc.
December 31, 2020 - July 16, 2025
Architected and developed a flight simulator for the U.S. military C17 refueling vignette. Simulated real life physical laws and dynamics, full size models, and true to life arenas. Utilized Unity, VR, and C#. Also developed an Unreal version.
SENIOR SOFTWARE ENGINEER at Direct TV
January 1, 2016 - Present
Streamed live and recorded video to iOS products and home DVR devices. Enabled remote sharing of assets across iOS and Unix platforms.
Senior Software Engineer at University of Southern California (USC)
January 1, 2024 - July 16, 2025
Spearheaded architecture and implementation of a highly realistic near-shore water simulation in VR using Unity, C#, HLSL, and proprietary tools. Worked within a mid-sized, cross-functional team and with 3rd party vendors. Innovated VR cameras for first and third person views.
Principal Generalist Engineer at TLM Partners, Inc.
January 1, 2023 - July 16, 2025
Led the successful porting of Activision’s 'Call of Duty' to Steam. Architected and maintained a cross-platform VR gaming technology suite utilizing multiple device features including camera, haptics, and microphone. Simultaneously worked on three Unreal Engine 4 projects using Blueprints, C++, and state machines.
Lead Unity Mobile IOS / Android Engineer at Realtime Associates, Inc.
December 31, 2021 - July 16, 2025
Architected a mobile app presenting social content with AR/VR and SMS integration. Enabled app deployment across iOS, Android, Oculus, and NREAL headsets.
Lead Engineer at Specular Theory, Inc.
December 31, 2020 - July 16, 2025
Architected and developed a flight simulator for the U.S. military C17 refueling vignette simulating real physical laws and dynamics with full size models and accurate arenas using Unity, VR, and C#. Also working on an Unreal Engine version.
Senior Software Engineer at Direct TV
December 31, 2016 - July 16, 2025
Streamed live and recorded video content to iOS products and home DVR devices and enabled remote sharing of assets across iOS and Unix platforms.
Senior Software Engineer at Activision Publishing
December 31, 2004 - July 16, 2025
Developed interactive entertainment software on large teams contributing to renowned titles for Xbox360 and PS3. Specialized in AI systems and general debugging working with cross-disciplinary teams. Earned top performance rankings and progressed into leadership roles.
AI Programmer at Activision Inc.
December 31, 2000 - July 16, 2025
Developed multiplayer components using C, C++, and Intel assembly language as part of large teams.
Software Engineer III at Electronic Arts
June 30, 1996 - July 16, 2025
Developed primarily in C++ with some legacy C code on a large team for various projects.
Senior Software Engineer at University of Southern California (USC)
January 1, 2024 - July 16, 2025
Spearheaded architecture and implementation of a highly realistic near-shore water simulation in VR. Leveraged Unity, C#, HLSL, and proprietary tools. Worked within a mid-sized cross-functional team as well as with 3rd party vendors. Innovated VR cameras for 1st and 3rd person views.
Principal Generalist Engineer at TLM Partners, Inc.
January 1, 2023 - July 16, 2025
Influential in the successful porting of Activision’s “Call of Duty” to Steam. Architected, led, and maintained a cross-platform technology suite for VR gaming. Employed multiple device features such as camera, haptics, and microphone. Worked on 3 Unreal 4 Projects utilizing Blueprints, C++, and their state machines.
Lead Unity Mobile IOS / Android Engineer at Realtime Associates, Inc.
December 31, 2021 - July 16, 2025
Architected a mobile app to present social content for AR/VR-Mobile and SMS integration. Enabled app on iOS and Android platforms as well as Oculus and NREAL headsets.
Lead Engineer at Specular Theory, Inc.
December 31, 2020 - July 16, 2025
Architected and developed a flight simulator for the U.S. military C17 refueling vignette. Simulated real life physical laws and dynamics, full-size models, and true-to-life arenas. Utilized Unity, VR, and C#. An Unreal Engine version was also underway.
Senior Software Engineer at Direct TV
December 31, 2016 - July 16, 2025
Streamed live and recorded video to iOS products and home DVR devices. Enabled remote sharing of assets across iOS and Unix platforms.
Senior Software Engineer at University of Southern California (USC)
January 1, 2024 - July 16, 2025
Spearheaded architecture and implementation of a highly realistic near-shore water simulation in VR using Unity, C#, HLSL, and proprietary tools. Collaborated with mid-sized cross-functional teams and 3rd party vendors. Innovated VR cameras for 1st and 3rd person views.
Principal Generalist Engineer at TLM Partners, Inc.
January 1, 2023 - July 16, 2025
Led the successful porting of Activision's 'Call of Duty' to Steam. Architected and maintained a cross-platform technology suite for VR gaming using multiple device features including camera, haptics, and microphone. Worked on multiple Unreal Engine 4 projects using Blueprints, C++, and state machines.
Lead Unity Mobile iOS / Android Engineer at Realtime Associates, Inc.
December 31, 2021 - July 16, 2025
Architected a mobile app to present social content integrating AR/VR-Mobile and SMS. Enabled deployment on iOS and Android, as well as Oculus and NREAL headsets.
Lead Engineer at Specular Theory, Inc.
December 31, 2020 - July 16, 2025
Architected and developed a flight simulator for the U.S. military C17 refueling vignette. Simulated real life physical laws and dynamics, full size models, and realistic arenas using Unity, VR, and C# with plans for an Unreal Engine version.
Senior Software Engineer at Direct TV
December 31, 2016 - July 16, 2025
Streamed live and recorded video to iOS products and home DVR devices. Enabled remote sharing of assets across iOS and Unix platforms.
Senior Software Engineer at University of Southern California (USC)
January 1, 2024 - July 16, 2025
Spearheaded architecture and implementation of a highly realistic near-shore water simulation in VR. Leveraged Unity, C#, HLSL, and proprietary tools. Worked within a mid-sized, cross-functional team and collaborated with 3rd party vendors. Innovated VR cameras for 1st and 3rd person views.
Principal Generalist Engineer at TLM Partners, Inc.
January 1, 2023 - July 16, 2025
Successfully ported Activision’s Call of Duty to Steam. Architected, led, and maintained a cross-platform technology suite for VR gaming utilizing multiple device features including camera, haptics, and microphone. Worked concurrently on three Unreal 4 projects using Blueprints, C++, and state machines.
Lead Unity Mobile iOS / Android Engineer at Realtime Associates, Inc.
December 31, 2021 - July 16, 2025
Architected a mobile app to present social content for AR/VR-Mobile and SMS integration. Enabled app deployment on iOS, Android platforms, Oculus, and NREAL headsets.
Lead Engineer at Specular Theory, Inc.
December 31, 2020 - July 16, 2025
Architected and developed a flight simulator for the U.S. military C17 refueling vignette, simulating real-life physical laws and dynamics, full-sized models, and true-to-life arenas. Utilized Unity, VR, and C#. Also developed an Unreal version.
Senior Software Engineer at Direct TV
December 31, 2016 - July 16, 2025
Streamed live and recorded video to iOS products and home DVR devices. Enabled remote sharing of assets across iOS and Unix platforms.

Education

Bachelor of Science at University of New Mexico
March 1, 1990
Computer Engineering
Bachelor of Science at University of New Mexico, Albuquerque, NM
January 1, 1990 - December 31, 1990
Bachelor of Science at University of New Mexico, Albuquerque, NM
January 1, 1990 - December 31, 1990
Bachelor of Science at University of New Mexico, Albuquerque, NM
January 1, 1990 - December 31, 1990
Bachelor of Science at University of New Mexico, Albuquerque, NM
January 1, 1990 - December 31, 1990
Bachelor of Science at University of New Mexico, Albuquerque, NM
January 1, 1990 - December 31, 1990
Bachelor of Science at University of New Mexico, Albuquerque, NM
January 1, 1990 - December 31, 1990

Qualifications

Add your qualifications or awards here.

Industry Experience

Computers & Electronics, Gaming, Software & Internet, Media & Entertainment, Education, Other, Government, Telecommunications
    paper Titles I have worked on

    Programming/Engineering:
    Kung Fu Panda (2008, Wii) Software Engineers
    Kung Fu Panda (2008, Xbox 360) Software Engineers
    Kung Fu Panda (2008, Windows) Software Engineers
    Kung Fu Panda (2008, PlayStation 2) Software Engineers
    Spider-Man 3 (2007, Xbox 360) Programming
    Spider-Man 3 (2007, Windows) Programming
    Spider-Man 3 (2007, PlayStation 3) Programming
    Ultimate Spider-Man (Limited Edition) (2005, PlayStation 2) AI & Gameplay Programmers
    Ultimate Spider-Man (2005, GameCube) AI & Gameplay Programmers
    Ultimate Spider-Man (2005, PlayStation 2) AI & Gameplay Programming
    Medal of Honor: Pacific Assault (2004, Windows) Engineering Team
    Spyro: Enter the Dragonfly (2002, PlayStation 2) Game Engine Programming
    Call to Power II (2000, Windows) Additional Programming
    Heavy Gear II (2000, Linux) AI Programmer
    Heavy Gear II (2000, Linux) Darkside Engine
    Heavy Gear II (1999, Windows) AI Programmer
    Heavy Gear II (1999, Windows) Darkside Engine
    Interstate '82 (1999, Windows) “Darkside Engine”
    Iron Man / X-O Manowar in Heavy Metal (1996, PlayStation) Lead Programming (as Clancy Imislund)
    Iron Man / X-O Manowar in Heavy Metal (1996, SEGA Saturn) Lead Programming (as Clancy Imislund)
    Candy Land Adventure (1996, Windows 3.x) Engine
    Thanks
    Magic: The Gathering - Battlemage (1997, Windows) Special Thanks
    Other
    Call of Duty: Modern Warfare (2019, Windows) TLM (as Clancy Imislund)