Curriculum Vitae

Alexander Brook Perry

CTO, software engineer, and technical leader across real-time graphics, games, XR, virtual production, film and TV, art-tech, and developer platforms.

Location: Lisbon, Portugal

Professional Summary

CTO and hands-on software engineer with roughly twenty years of experience across real-time graphics, games, XR, virtual production, film and TV, fine art, and creative technology.

Spent 3.5 years leading engineering and technical direction at LIV, after earlier lead engineering and programming roles at Acute Art and Framestore.

Experience includes shipping products and SDKs, scaling teams, securing strategic partnerships, and building the infrastructure and release systems needed to support external developers, creator products, and production environments.

Core Areas

Engineering Leadership

Technical strategy, roadmap definition, organisational design, delivery ownership, hiring, mentoring, partner management, technical scoping, and contract support.

Real-Time Graphics & XR

Unreal Engine, Unity, C++, C#, Rust, SDK and plugin development, mixed reality capture, rendering, gameplay systems, WebRTC, WebXR, WASM, technical art, and real-time optimisation.

Platforms & Creative Technology

Kubernetes, CI/CD, release automation, versioning, code signing, telemetry, analytics, QA and support tooling, cloud delivery, developer experience, virtual production, technical pipelines, and product discovery for emerging media technology.

Experience

Chief Technology Officer

LIV

Sept 2022 – Present · Remote

  • Refocused product and technical direction, turning broad ideas into concrete options and focused teams, and establishing a prototype process that delivered on time.
  • Scaled the technology function by reducing meeting overhead, clarifying ownership, introducing hierarchy, and hiring and promoting engineers as the organisation grew to a peak of 27 people, including 15 hires and 3 promotions.
  • Built the infrastructure and delivery systems behind LIV's products, covering Kubernetes, CI/CD, release automation, versioning, code signing, telemetry, analytics, and QA and support tooling for both internal teams and external developers.
  • Maintained volumetric capture patent work through continuations, introduced more WebRTC into the stack, and pushed Rust adoption to replace brittle C++ in parts of the platform with a safer foundation.
  • 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.
  • Grew LIV Creator Kit to more than 3,000 adopters, with LIV Camera Kit integrated with 30%+ of Meta's most popular games.
  • Reached one million monthly active users within one month of launch in Gorilla Tag; six months later LIV Creator Kit had driven 72 million recorded videos, with 15% of users creating content in a given app and D90 retention at 11%.
  • Introduced disciplined AI-assisted workflows across engineering, infrastructure, QA, and support, using them to clear long-delayed CI/CD and platform work while keeping review and testing standards intact.

Product Manager

LIV

Mar 2022 – Sept 2022 · Remote

  • Took 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.

Software Engineering Consultant

LIV

Nov 2020 – Mar 2022 · Remote

  • 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.

Lead Software Engineer

Acute Art

Jan 2020 – Nov 2020 · London

  • 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.

Lead Programmer / Virtual Reality Developer

Framestore

Oct 2015 – Jan 2020 · London, Montreal, Beijing, Zhuhai, New York, Los Angeles

  • 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 on during this period received many awards, and I was personally awarded the Procam Award for Excellence.

Freelance Web Designer & Developer

Self-employed

2005 – 2015

  • 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.

Selected Projects & Credits

  • LIV Creator Kit — shipped product: Quest-native creator product built under my direction with structured releases, QA, and external developer support.
  • LIV App / SDK — 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.
  • Meta Quest Partnership — commercial and platform milestone: technical and delivery leadership on the work that established LIV as the official capture solution for Quest.
  • Cao Fei: The Eternal Wave — fine art / real-time pipeline: VR artwork for the Serpentine built in Unreal with Houdini-driven simulation and technical art support.
  • Dauntless Fear Simulator — location-based entertainment: VR attraction for the Lionsgate theme park in Zhuhai, including operator tooling and multiplayer session management.
  • Volkswagen: Hyper Reality Test Drive — branded experiential / tracking systems: Unreal experience synchronised to a real stunt-driven car using reverse-engineered GPS tracking and live tooling.
  • Samsung: A Moon For All Mankind — 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.
  • Sky4DVR — 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.
  • Fantastic Beasts VR — 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.

Education

University of Bath

BSc (Hons) Computer Science

2011 – 2015 · Bath, UK