Rodrigo Cano

Tools and Gameplay Programmer

Interaction Prototyper @ Magic Leap

Currently working on interaction prototypes closely with designers and artists. I tend to focus on tools, gameplay, or any other interesting problem that finds its way. I like to combine my technical skills and my communication skills to make people's job easier during development by executing designs with fewer iterations and making more useful tools that will save everyone time in the long run.

Personal Information

Fort Lauderdale



Entertainment Technology Center project with Electronic Arts

Audio Wave

Music game created in 40 hours


Entertainment Technology Center Project

Packet Loss

Created for Building Virtual Worlds. Uses PS Moves

VFX 2013

VFX, shaders, and fluid FX Demo


2012 - 2013

Carnegie Mellon University

from January 2012 to December 2013

Master's in Entertainment Technology

The first semester comprises of rapid prototyping five games in an agile environment. Each game took anywhere from a week to three weeks to create. Afterwards we are put in multidisciplinary teams for semester long projects where we develop for clients such as Electronic Arts. The ETC challenged my tech skills as well as my ability to effectively communicate with others in order to get the most out of an iteration.

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2007 - 2011

Bloomsburg University

from August 2007 to May 2011

Bachelor's in Computer Science

Bachelor's in Mathematics

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2016 - Now

Interaction Prototyper @ Magic Leap

from April 2016 to Present

What is interaction in mixed reality?

Let's wait and see! Working almost solely in Unity3D

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2014 - Now

Lead Programmer @ SeaShells Education Software

from August 2014 to present day

Creating a reading game using speech recognition

One of my first tasks at SeaShells was to create a multiplatform Unity3D plugin for the speech recognition library PocketSphinx. No other equivalent plugin is currently available on the market. My day to day tasks involve meeting with designers and artists in order to add or improve features in the game, bug fixing, and managing interns. I also try to create tools that enable our content creators to more easily add, preview, and modify assets in the game with minimal programmer involvment.

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2015 - 2015

Senior Developer @ iPipeline

from August 2015 to April 2015

Software as a service development in AFFIRM for Annuities

A venture into non-entertainment based programming. AFFIRM for Annuities was a challenging and monolothic codebase that I worked on in C# under the agile methodology. Working closely with clients to deliver customized solutions to major banks. I was also put in charge of maintaining, updating, and building their mobile solution.

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2010 - 2010

Programming Intern @ Scientech of Berwick

from January 2010 to May 2010

Data managment for the nuclear industry

Worked on a very old codebase and database in order to fix bugs and add features to the Oracle Forms and based system. I spoke with clients regularly in order to discuss and address their needs more efficiently when adding or modifying existing features. Scientech had very strict development and QA procedures to follow.

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Technical Arsenal

Skill Focus

Very Good
Very good

Skill List

C# C/C++ Java Python php5 PL/SQL DirectX HLSL GLSL CG Kinect Wii Remote PS Move
Unity3D UDK XCode NGUI Oracle Forms FFmpeg
Version Control
Git Mercurial Perforce SVN
Content Design
Photoshop After Effects Maya 3ds Max FumeFX


ASOIAF Film MOBAs Cooking Gaming


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