XR Software Design Engineer II — Microsoft Corporation
Worked on HoloLens 2 and IVAS — the Army’s Integrated Visual Augmentation System — where most of what I built was measurement infrastructure for a real-time system that could not be conventionally debugged.
Instrumentation and diagnostics
Diagnosed Bluetooth connectivity and latency problems with WinDbg against the head tracking system, alongside trace logging. That combination works when the question is discrete — which events fired, and in what order.
Spatial questions need a different instrument. Are anchors landing where we expect? is not a question a breakpoint answers: halting execution destroys the continuous relationship you were trying to observe. That work needed instrumentation that captured enough to reconstruct the behavior afterward, and rendering that put the discrepancy on screen rather than in a log.
Extended a C++ head tracking API to surface internal metrics to the application layer, so diagnostics had real signal to work from rather than inferred behavior.
Validation tooling
Implemented runtime anchor loading and rendering to verify spatial consistency between actual and expected positions — expected-versus-actual validation for a tracking system, rendered in place so discrepancies were visible rather than buried in a log.
Built and extended Unity test tools with MRTK and the XR Interaction Toolkit to validate HoloLens 2 and IVAS functionality.
Collaboration
Worked with the head tracking team to identify and resolve real-time tracking inconsistencies, and authored internal documentation to improve onboarding and knowledge transfer.