Hi, I’m Erik Behar, a software engineer and technical artist with more than 15 years in tech, simulation, visual effects, and video games. I bridge the gap between artists and engineers, with deep skills in C#, C++, Python, Rust, and shader languages, and I’ve built products from concepts to release while keeping a strong eye on art direction and user experience. I’ve helped scale teams from small startups to groups of 60, led interactive app work for complex projects, and built in-house tools and simulations for cloud and on-device use. I enjoy turning ideas into robust, polished experiences and collaborating across cross-disciplinary teams to ship meaningful software.

Erik Behar

Hi, I’m Erik Behar, a software engineer and technical artist with more than 15 years in tech, simulation, visual effects, and video games. I bridge the gap between artists and engineers, with deep skills in C#, C++, Python, Rust, and shader languages, and I’ve built products from concepts to release while keeping a strong eye on art direction and user experience. I’ve helped scale teams from small startups to groups of 60, led interactive app work for complex projects, and built in-house tools and simulations for cloud and on-device use. I enjoy turning ideas into robust, polished experiences and collaborating across cross-disciplinary teams to ship meaningful software.

Available to hire

Hi, I’m Erik Behar, a software engineer and technical artist with more than 15 years in tech, simulation, visual effects, and video games. I bridge the gap between artists and engineers, with deep skills in C#, C++, Python, Rust, and shader languages, and I’ve built products from concepts to release while keeping a strong eye on art direction and user experience.

I’ve helped scale teams from small startups to groups of 60, led interactive app work for complex projects, and built in-house tools and simulations for cloud and on-device use. I enjoy turning ideas into robust, polished experiences and collaborating across cross-disciplinary teams to ship meaningful software.

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Experience Level

Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
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Language

English
Fluent

Work Experience

Software Engineer C++ / Python / Rust / Linux at Woven by Toyota
July 1, 2021 - April 30, 2025
At Woven, Toyota North America’s self-driving division, I built new simulation tooling for autonomous vehicle planning teams. I supported legacy tools and created a new efficient Rust-based replacement compatible with many Toyota vehicle platforms, scaling it to run hundreds of thousands of simulations on the cloud.
Software Engineer Unity Android / C++ / Linux at Lyft Level 5
September 1, 2017 - July 1, 2021
Created a general Unity-based client experience visualizing vehicle sensors and novel UI controls for autonomous vehicle rides, leading to a filed patent. Developed a custom 3D editor tool to create and playback simulation scenarios. Worked on various simulation systems and tools, contributing to additional patents.
Senior Unity Engineer - Android / iOS at Nurdy Muny Games
March 1, 2016 - September 1, 2017
Maintained and updated the mobile game “Paperchase” and created a new Story Mode. Implemented Facebook, Google leaderboards, social sharing, ads, analytics, and in-app purchases. Developed a VR experience called “First Fold” and led development on VR visualizations, conference apps, AI chatbots, and websites.
Unity Engineer - Android / iOS at Super Lucky Casino
April 1, 2015 - March 1, 2016
Optimized game client performance and core engine. Established organized logging to improve debugging efficiency. Created internal scripting systems and revamped game architectures for faster cloning of games. Developed multiple game features and optimized internal development workflows.
Freelance Unity Developer - Android / iOS at Self Employed
December 1, 2014 - April 30, 2015
Worked on freelance projects including Little Red Chimp's iBodyBuilder and Lucita Inc's Meta Memory while balancing family time.
Instructor at Academy of Art
September 1, 2013 - December 31, 2014
Taught two classes covering Unity, Maya, Photoshop, and 3D Coat – GAM105 Intro to Game Production and GAM115 Intro to Scripting.
Unity Engineer - Android / iOS at VR Films, Inc.
September 1, 2014 - December 31, 2014
Developed early VR/AR creation apps, including Clip VR for 360 video mixes and Blast Video for augmented reality effects. Implemented native iOS and Android functionality to access user media libraries and created live video recording with Unity3D effects overlays.
Unity Engineer / Technical Artist - Android / iOS at Red Lozenge, Inc.
February 1, 2014 - August 31, 2014
Created flexible mobile UI and modeled/animated monsters using hierarchical state machines. Integrated client with Parse backend using RESTful APIs.
Senior Engineer / Tech Artist (Web, Android, iOS) at Thirdmotion
January 1, 2012 - January 31, 2014
Developed neural network technology to convert face pictures into 3D head meshes. Led transition from Flash/ActionScript to Unity3D for multiple titles, including 'Zombie You! 3D', 'Star Trek Defeat Khan' and prototype social games featuring user likenesses.
Flash Engineer / Tech Artist (Web, Social) at Rocket Ninja
January 1, 2009 - January 1, 2012
Helped grow startup from 5 to 60 employees, developed custom Flash 3D engine, and created several Facebook social games including Ocean Kingdom and Wrestler Unstoppable. Responsible for UI, gameplay, client/server communication, database migrations, and pipeline support for artists.
Programmer / Technical Art Director (PC, Web, Social) at Shattered Reality Interactive
January 1, 2007 - January 1, 2009
Developed an MMO prototype using Cryengine, created a web multiplayer game, implemented an item art system generating thousands of item variations, hired and led art team, created production tools, and managed version control servers.
Technical Assistant (Film) at Tweak Films
January 1, 2006 - January 1, 2007
Supported VFX production through Linux system setups, Linux tool development with user-friendly UIs, Maya tool creation, particle effects, rotoscope, render farm management, and delivering results for films including Next, Spiderman 3, and Lions for Lambs.
Contract Unity Engineer at The Virtual Wild
August 1, 2025 - October 1, 2025
Led the interactive app team and developed a full multi-domain Unity UI for Leidos conference app, delivering key features for three military conferences.
Contract Engineer (C# / Rust) at Woven by Toyota
July 1, 2021 - April 1, 2025
Built new simulation tooling to support planning; created a Rust-based replacement that is more efficient and scalable for running hundreds of thousands of simulations on the cloud; supported legacy tooling and platform integration.
Software Engineer at Lyft Level 5
September 1, 2017 - July 1, 2021
Developed a general Unity-based client experience for customers riding in autonomous vehicles; contributed to simulation tools and scenario testing infrastructure for autonomy features.
Senior Unity Engineer - Android / iOS at Nerdy Muny Games
March 1, 2016 - September 1, 2017
Updated the original Paperchase game, created a new Story Mode, integrated social features (Facebook, Google, iOS Leaderboards), built an in-house 3D editor for scenario creation, and led VR Paperchase development.
Freelance Unity Developer at Self-Employed
December 1, 2014 - April 1, 2015
Delivered multiple freelance Unity projects, including VR visualizations, conference apps, AI chatbots, and websites; managed projects end-to-end while expanding personal family commitments.
Senior Engineer / Technical Artist (Web, Android, iOS) at Third Motion
January 1, 2012 - January 1, 2014
Built neural-net inspired tech for 3D head mesh generation, transitioned to Unity-driven game development, and shipped multiple titles with in-house tooling.
Programmer / Technical Artist at Shattered Reality Interactive
January 1, 2007 - January 1, 2009
Helped grow a small team from 5 to around 60 employees; prototyped MMO using CryEngine, created web multplayer Legends of Kao s, and led art system development and content pipelines.
Technical Assistant at Tweak Films
January 1, 2006 - January 1, 2007
Early career role focusing on VFX production support, Linux tooling, and helping pipelines for film projects.
Unity Engineer (Contract) at The Virtual Wild
August 1, 2025 - October 1, 2025
Led the interactive app team and implemented a full UI in Unity, delivering a multi-domain Leidos conference app with key features for 3 military conferences.
Software Engineer (Contract) at Woven by Toyota
July 1, 2021 - April 1, 2025
Built new simulation tooling to onboard the planning team, supported legacy tooling, and created a Rust-based replacement to improve efficiency and compatibility across Toyota's vehicle platforms; scaled simulations to run hundreds of thousands on cloud infrastructure.
Freelance Mobile Developer at Self-Employed
December 1, 2014 - April 1, 2015
Completed multiple freelance projects while welcoming a new child; worked across mobile platforms to deliver UI, features, and performance improvements.
Programmer / Technical Artist (PC, Web, Social) at Shattered Reality Interactive
January 1, 2007 - January 1, 2009
Co-founded a small startup; built a Flash 3D engine, web multi-layer games, and led art and content pipelines; contributed to a broader portfolio and team growth.
Contract Unity Engineer at Woven by Toyota
July 1, 2021 - April 30, 2025
Built new simulations to onboard planning teams, supported legacy tooling, and created a Rust-based replacement that improved efficiency and scalability to run hundreds of thousands of simulations in the cloud.
Software Engineer - Level 5 at Lyft
September 1, 2017 - July 1, 2021
Lyft Level 5 self-driving division: contributed to a Unity-based client experience for customers, visualization of the vehicle state, and tools for testing autonomy features; migrated to simulation-focused work with in-house tooling.
Unity Engineer / Technical Artist at Red Lozenge, Inc.
February 1, 2014 - August 1, 2014
Developed a flexible mobile UI, modeled and animated creature characters, and integrated client with Parse via REST; built tools for rapid mobile UI iteration.
Senior Engineer / Tech Artist (Web, Social) at Rocket Ninja
January 1, 2009 - January 1, 2012
Scaled the company from ~5 to ~60 employees, built social games, and contributed to web and social features for multiple titles.
Technical Assistant at Twe ak Films
January 1, 2006 - January 1, 2007
Early VFX work in a small team; set up Linux PCs, built tools for VFX pipelines, and contributed to motion graphics production.
Technical Artist / Programmer at Shattered Reality Interactive
January 1, 2007 - January 1, 2009
MMO prototype development; contributed to web and social game concepts; early team that evolved into Rocket Ninja.

Education

B.S. Visual & Game Programming at The Art Institute of California - San Francisco
January 1, 2006 - December 31, 2007
B.S. Visual & Game Programming at The Art Institute of California - San Francisco
January 11, 2030 - February 14, 2026
B.S. at The Art Institute of California - San Francisco
January 11, 2030 - February 14, 2026
B.S. at The Art Institute of California - San Francisco
January 11, 2030 - February 14, 2026

Qualifications

Add your qualifications or awards here.

Industry Experience

Software & Internet, Gaming, Media & Entertainment, Transportation & Logistics, Professional Services, Education