Jeff Griffin

Real-Time 3D & Systems Integration

I build real-time 3D applications and the backend services that connect them to live data and business systems.

I have 20 years of experience across interactive 3D training, enterprise cloud and web development, and digital media — from requirements through delivery.

View selected work

Experience

  • 2020–Present

    Senior Software Developer

    Threat Tec · Defense contractor
    Remote · Ann Arbor, Michigan

    Engineered the Unity WebGL front end, Node.js API, and asset pipeline powering a 3D scenario-planning platform for U.S. Army TRADOC; later re-engineered it to also run on desktop and in VR

    Developed a Unity game and sensor firmware for an extended-reality (XR) trade-show experience controlled by machined weapon replicas

    Build the Azure APIs and scheduled services that bridge two finance systems with no connector between them, and route HR records into the company directory

    Develop and run internal web applications as their sole developer, including the Azure infrastructure and deployment pipelines



  • 2018–2020

    Software Developer

    Elm Park Labs · Technology startup
    Hybrid · Southfield, Michigan

    Led development of a mobile AR app with neurocritical care clinicians at Michigan Medicine’s Weil Institute

    Built data-driven VR and AR systems that let new products and procedures be added as content instead of new code



  • 2015–2018

    Software Developer

    Threat Tec · Defense contractor
    On-site · Champaign, Illinois

    Built content pipelines that converted geospatial data into Unity terrain and vehicle models into game-ready assets

    Integrated Oculus, HTC VIVE, HoloLens, and Leap Motion hardware into Unity, learning each vendor’s SDK to prototype VR and mixed-reality applications



  • 2007–2015

    Senior Media Developer

    Precision Graphics(now part of Lachina Creative) · Scientific visualization studio
    On-site · Champaign, Illinois

    Produced scientific illustrations, 3D visualizations, and instructional animations for college chemistry, biology, and earth science textbooks

    Led art production for textbook titles, bidding the work and delivering each chapter to fixed print deadlines

    Built a repeatable 3D asset workflow with Maya and Python, from scientific software exports through multi-pass rendering and compositing



  • Education

    B.S. in Computer Science

    University of Illinois at Urbana-Champaign

Selected Work

2020–2026

Scenario Planning Platform

A Unity application that lets military instructors build training scenarios on 3D terrain and publish them as coursework.

Scenario Authoring and Delivery

  • Built tools for placing equipment, drawing tactics, and managing layers
  • Packaged terrain and vehicles for on-demand download and built the client code that loaded them
  • Built the Unity client’s data layer: scenario serialization and the API contract it used to exchange data
  • Drove lesson playback from the same serialized scenario the editing tools produced
  • Added a SCORM export that published finished scenarios as lessons and reported learner progress to the host learning platform

Platform Rebuild

  • Rebuilt the platform’s delivery and authentication from scratch, containerizing the client and API and adding Entra ID sign-in across Windows, Android, and WebGL
  • Replaced region-specific terrain with Cesium 3D Tiles, expanding the platform from fixed regions to global coverage
UnityCesiumWebGLOpenXRC#JavaScriptNode.jsExpressEntra IDMicrosoft Authentication LibraryAzure Blob StorageDockerAzure DevOpsgit
2023–2025

XR Weapon Simulator

A trade-show XR demo controlled by a machined weapon replica linked to a Meta Quest headset over Bluetooth.

  • Wrote the replica’s firmware, mapping its controls to the weapon’s handling cycle: unloaded with the cover open, reloaded with it closed, and ready with the charging handle set
  • Defined the state the replica and the Unity app traded over Bluetooth LE, so the firing mechanism could fire only when the virtual weapon was ready
  • Modeled ballistics in Unity, calculating each launch impulse from the round’s actual mass and muzzle velocity
  • Started each timed run when the player closed the feed cover, and scored accuracy over volume of fire
UnityMeta QuestC#ArduinoESP32Bluetooth LEAzure DevOpsgit
2025–Present

Enterprise System Integrations

Automated integrations that connect the company’s accounting and HR systems to the planning and identity platforms downstream.

Financial Reporting

  • Scoped the accounting-to-planning integration with finance and the outside consultants on each system, after an earlier attempt stalled
  • Automated a nightly general-ledger feed from the accounting system with no usable connector
  • Served that data over an API the planning platform’s integration pulls from, so finance gets one view of every unit across three businesses
  • Secured every internal hop with a managed identity instead of a password, so the external system holds only its own key

Identity and Access

  • Routed every hire and role change through the HR system to directory profiles, reporting lines, and access, without IT touching an account
  • Derived directory group membership from department, program, and work location, so access follows the person instead of a manual checklist
  • Built a scheduled job that creates each new hire’s directory account and triggers onboarding on their first day
C#PowerShellMicrosoft GraphEntra IDREST APIsAzure FunctionsAzure SQLAzure StorageAzure API ManagementTerraformAzure DevOpsgit
2025–Present

Internal Applications

Internal web applications built to replace a vendor subscription and reopen records stranded on a legacy tenant.

Training and Compliance Platform

  • Built an in-house replacement for a subscription training service that unified courses, company policies, and compliance records
  • Automated course assignments from corporate directory group membership
  • Turned policy acknowledgments into auditable records and reported to HR, Security, and leadership who was complete, overdue, or unassigned
  • Defined the platform’s Azure infrastructure in Terraform and automated its deployments, so every environment is built the same way and scales on demand

Teams Chat Archive Viewer

  • Matched each signed-in employee to their identity on the legacy tenant, so their own history opened read-only without an administrator
  • Built the React front end with pagination and lazy loading to work within Microsoft Graph rate limits
ReactTypeScriptC#Node.jsExpressMicrosoft GraphEntra IDPostgreSQLSharePointAzure FunctionsAzure Blob StorageAzure Container AppsDockerTerraformAzure DevOpsgitClaude Code
2020

TBI Companion

Elm Park LabsforWeil Institute(Michigan Medicine)

A mobile AR app that helps families understand ICU equipment and care-team roles after a traumatic brain injury.

  • Built the app’s interface around clinicians’ illustrations, video, audio, and reference links
  • Made an ICU explorable in AR by placing the art team’s equipment models around the user
  • Distributed test builds through the Apple App Store and Google Play
  • Gave families answers at their own pace to questions that might otherwise pull a nurse away from patient care
UnityC#git
2018–2020

Interactive 3D Systems

VR, AR, and real-time 3D systems designed for reuse rather than one-off scenes.

  • Defined a content pipeline for models, animation, and instructional text, so one application served automotive, consumer electronics, and home exterior demos without new code
  • Guided users through required steps while allowing exploration between them
  • Recorded each training session and generated a report for the trainee
  • Tracked which steps users replayed or abandoned, so content revisions had evidence behind them
UnityC#MySQLgit
2015–2018

Terrain and Asset Pipelines

Content pipelines that produced the terrain and vehicles for a military planning application, packaged as Unity tools the art team ran.

  • Converted elevation data, satellite imagery, and OpenStreetMap vector data into Unity terrain
  • Projected those layers onto the 3D terrain so planners could read the ground like a map
  • Built rigging and level-of-detail workflows to turn vehicle models into game-ready assets
  • Packaged the conversions as Unity editor tools so artists ran them without a developer
  • Repurposed the terrain and vehicle assets to produce footage for a separate training video contract
UnityC#
2007–2015

Scientific Visualizations

Precision Graphics(now part of Lachina Creative)

Scientific figures for college textbooks, developed from authors’ manuscripts and produced to each title’s art standards.

Art Production

  • Designed the art standards for a first edition with the publisher’s developmental editor; later editions carried them forward
  • Led the title’s artists, reviewing thousands of figures for consistency before delivery

Technical Production

  • Learned the authors’ scientific software to reproduce published structures from their source data
  • Wrote Python tools that applied title-specific art standards to imported geometry, automating figure setup for sizes, materials, and render layers
  • Introduced ray tracing and multi-pass rendering at the studio, improving image quality and compositing control
  • Animated instructional sequences explaining geologic processes and mechanical systems as the studio expanded into video
Autodesk MayaPythonAdobe IllustratorAdobe Photoshop

Get in touch

I enjoy building real-time 3D systems with digital artists and other specialists, where applications, live data, connected hardware, and cloud services must work together. If you’re working on something in that space, I’d be glad to connect.

Ann Arbor, MichiganRemote, Hybrid, or On-site