Alexander Perry

Alexander Perry

About

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Lisbon, Portugal

Contact Alexander regarding: 
work
Full-time jobs
Starting at GBP11k/month ~USD14.9k/month
Flexible work
Starting at USD100/hour

Timeline


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Résumé


Jobs verified_user 0% verified
  • L
    Chief Technology Officer
    Liv
    Sep 2022 - Current (3 years 9 months)
    • Secured a multi million dollar per year Meta partnership by supporting commercial negotiation, ensuring LIV retained its IP, leading technical scoping, and managing a purpose-built team to deliver milestones on time. • Established LIV as the official capture solution for Quest and directed delivery of LIV Creator Kit, a Quest-focused creator product with an in-game tablet UI, structured releases, and external developer support, growing it to more than 3,000 adopters with LIV Camera Kit integrated with 30%+ of Meta's most popular games. • Achieved one million monthly active users within one month of launch of LCK in Gorilla Tag; six months later LIV Creator Kit had driven 72 million recorded videos, with 15% of users creating content in a
  • L
    Product Manager
    Liv
    Mar 2022 - Sep 2022 (7 months)
    • Evolved an internal volumetric capture prototype from promising demo toward product exploration, defining capture, encoding, runtime, and experience strategy. • Expanded video capability and shifted the system from multi-gigabyte image-sequence playback toward practical video-based pipelines. • Used browser and WebXR delivery as a forcing function for portability, leading to a WASM-based playback approach that ran in the browser, including on mobile, and fed into later patent work and LIV Creator Kit. • As a technical product manager, actively utilized Git for version control and managed complex project dependencies, ensuring efficient development workflows and robust codebase integrity.
  • L
    Software Engineering Consultant
    Liv
    Nov 2020 - Mar 2022 (1 year 5 months)
    • Rebuilt the Unreal Engine SDK from a minimal legacy plugin into a maintainable product, carrying forward the useful rendering ideas while restructuring the codebase for long-term development. • Added RDG-based improvements and new capture techniques, built tools and test scenes to reduce mixed reality capture testing cost, and debugged problems through Unreal, IPC layers, and the LIV App. • Improved developer experience with in-editor checks, automated release and versioning flow, S3-backed distribution through the developer portal, and OAuth-based setup before the role widened into the app, telemetry, analytics, and CI/CD.
  • A
    Lead Software Engineer
    Acute Art
    Jan 2020 - Nov 2020 (11 months)
    • Led engineering on VR projects made with contemporary artists, working across Unreal development, Houdini, technical art, pipeline tooling, CI/CD, and day-to-day collaboration between artists and engineers. • Delivered Cao Fei's The Eternal Wave for the Serpentine, bringing complex simulation work and photoreal Unreal rendering into a headset-ready real-time build.
  • Framestore
    Lead Programmer / Virtual Reality Developer
    Framestore
    Oct 2015 - Jan 2020 (4 years 4 months)
    • Progressed from VR developer to lead programmer across Unreal and Unity projects spanning branded installations, location-based entertainment, mobile VR, and internal R&D. • Delivered launch-critical and award-winning work for Samsung, Volkswagen, Sky, Warner Bros, Google, and Lionsgate, covering gameplay, rendering, shaders, networking, installation systems, GPS and tracking, build tooling, video systems, technical art, and production support. • Credits from this period include Samsung: A Moon For All Mankind, publicly described as the world's first lunar gravity simulation VR experience; Volkswagen: Hyper Reality Test Drive, publicly framed as the world's first live VR test drive; and the multi-award-winning Sky4DVR. • Projects I worked
  • Self-Employed
    Freelance Web Designer & Developer
    Self-Employed
    Jan 2005 - Jan 2015 (10 years 1 month)
    • Built websites, CMS projects, and client work across PHP, MySQL, HTML, CSS, and front-end development before moving into real-time and immersive work. • Developed practical client-facing habits long before formal industry roles, including shipping, debugging, scoping, and dealing with the realities of production.
Education verified_user 0% verified
  • University of Bath
    BSc (Hons) Computer Science
    University of Bath
    Jan 2011 - Jan 2015 (4 years 1 month)
    Bath, UK
Projects (professional or personal) verified_user 0% verified
  • L
    LIV App / SDK
    Liv
    Nov 2020 - Apr 2026 (5 years 6 months)
    Core product and SDK: rebuilt and extended the Unreal SDK, improved capture and rendering systems, and helped turn LIV into a stable integration surface for external developers.
  • W
    Fantastic Beasts VR
    Warner Bros and Google
    Jan 2016 - Aug 2016 (8 months)
    Launch title / film-to-real-time pipeline: Google Daydream launch title built with film-grade assets, custom video workflows, and gameplay programming for Warner Bros and Google.
  • Serpentine
    Cao Fei: The Eternal Wave
    Serpentine
    Jan 2020 - Mar 2020 (3 months)
    Fine art / real-time pipeline: VR artwork for the Serpentine built in Unreal with Houdini-driven simulation and technical art support. • Developed immersive VR artwork for the Serpentine, leveraging Unreal Engine and Houdini for advanced simulations. • Provided comprehensive technical art support throughout the pipeline, ensuring seamless integration and high-quality rendering of 3D computer graphics and 3D models. • While the project was primarily a fine art experience, the underlying use of Unreal Engine involved principles of game development, allowing for the creation of interactive and dynamic real-time environments.
  • L
    Dauntless Fear Simulator
    Lionsgate
    Dec 2018 - Jun 2019 (7 months)
    Location-based entertainment: VR attraction for the Lionsgate theme park in Zhuhai, including operator tooling and multiplayer session management.
  • L
    Meta Quest Partnership
    Liv
    Feb 2024 - Feb 2026 (2 years 1 month)
    Commercial and platform milestone: technical and delivery leadership on the work that established LIV as the official capture solution for Quest.
  • Volkswagen
    Volkswagen: Hyper Reality Test Drive
    Volkswagen
    May 2018 - Oct 2018 (6 months)
    Branded experiential / tracking systems: Unreal experience synchronised to a real stunt-driven car using reverse-engineered GPS tracking and live tooling.
  • Samsung
    Samsung: A Moon For All Mankind
    Samsung
    Oct 2017 - Jul 2018 (10 months)
    Branded experiential / simulation: Gear VR lunar experience connected to a custom low-gravity simulator rig commissioned for the project and approved through Samsung's Space Act agreement with NASA.
  • Framestore
    Sky4DVR
    Framestore
    May 2017 - Aug 2017 (4 months)
    Multi-award-winning VR installation: the first project I led at Framestore, spanning Unreal development, technical art, physical effects, and the operational systems behind a 4D public installation.
  • L
    LIV Creator Kit
    Liv
    Sep 2011 - Jun 2015 (3 years 10 months)
    Quest-native creator product built under my direction with structured releases, QA, and external developer support.