Paul M. Christian

Software engineer building web apps, XR, and musical interfaces.

Approximately 20 years of hands-on engineering across React, TypeScript, Node.js, and real-time interactive systems. From production web applications to mixed-reality instruments and custom hardware, I build the interfaces that connect them.

Software experience

Production applications, from interface to backend.

Based in Minneapolis. My work spans full-stack product development, frontend architecture, integration, debugging, and ongoing maintenance.

February 2022–present

Wooorld

CTO since May 2024 · Previously VR Software Engineer

Hands-on technical cofounder maintaining and extending an existing multiplayer VR exploration platform and related game projects.

  • Own the Node.js/Express/MongoDB backend, APIs, admin tooling, and embedded React UI. Extend roles, permissions, subscriptions, credits, and usage accounting.
  • Before becoming CTO, built the React/Redux interface and its bidirectional Unity messaging, the admin tools, an AI-generated VR tour pipeline, geospatial curation, and shared drawing.
  • Continue work on network ownership and state synchronization, socket authentication/recovery, rendering performance, and platform integration. Extended an existing AI assistant with room-wide streamed spoken responses.
React / ReduxTypeScriptNode.js / ExpressMongoDBUnity / C#Normcore

October 2015–January 2022

World Singles Networks

Frontend Lead · Hands-on technical contributor

Maintained and extended one configurable React/Redux application supporting approximately 40 branded dating sites, with distinct branded deployments through Bamboo CI and AWS.

  • Architected client-side Socket.IO messaging, GraphQL integration, Redux message state, read/seen status, UI, and tests.
  • Built internationalization and right-to-left interface support, plus a React Native WebView wrapper with native/web communication, push notifications, and deep links.
  • Improved initial loading with custom server rendering/prerendering and selective hydration. Collaborated on technical decisions, code review, and mentoring rather than line management.
React / ReduxGraphQLSocket.IOReact Native WebViewJestWebpackAWS

2012–2017

Earlier software work

Full-stack, frontend, and Unity engineering

Enterprise applications, product MVPs, and cross-platform VR clients.

  • Wingspan Technology: contributed to a team-led React modernization, Scala REST services in a Java backend environment, streaming PDF/XML exports, and the open-source wingspan-forms library.
  • Scayne: sole frontend developer and architecture owner for a React coaching-platform MVP, implementing supplied designs. Panasonic: contributed React patterns and screens during telehealth modernization. Capella: maintained existing JavaScript/jQuery course interactions.
  • Realvision: sole Unity developer for a real-estate touring client, integrating an existing spherical-panorama API and adapting navigation, input, performance, and builds across four VR platforms.
ReactJava / ScalaREST APIsStreaming exportsUnity / C#
Musicality.computer Lumatone chords alternate notation experiment
Research hub

Musicality.computer

A place for refactoring music.

Musicality.computer is the home for my experiments with exotic approaches to working with music theory, alternate notation systems, instrument design, and embodied ways of thinking through sound.

It acts as a host for prototypes, sketches, and playable research: tools that treat theory as something you can touch, move through, retune, and reorganize.

Systems practice

Connecting interfaces, runtimes, and the physical world.

React / TypeScript applications and frontend architecture

Node.js APIs, admin tools, roles, and permissions

Explicit message contracts and real-time state across runtimes

XR prototyping from concept to embodied install

Sensor, controller, and input-device invention

Spatial audio, synthesis, and instrument design

Realtime visual systems for stages and installations

Playful interfaces for learning complex technical ideas

Project index

Additional work

2025–2026 · Early access

Jetpack Clankers

A Wooorld-linked multiplayer Quest racing and social game. I build physics-driven locomotion, jointed robot-avatar behavior, game interactions, FAUST sound synthesis, motion recording/replay, and the in-game credit economy. My cofounder primarily creates environments, levels, and avatar cosmetics.

Unity / C#Meta QuestNormcoreFAUSTRecording / replay
Mandelbrot Muse fractal audio interface with colorful pixel bands and circular synth controls

Web sound toy

Mandelbrot Muse

A fractal explorer that maps Mandelbrot escape-time values to harmonic overtones and sequences them with a Hilbert curve.

Web audioWebMIDIAdditive synthesisFractalsHilbert curves
Audience silhouettes moving in front of blue sound-reactive Xibaba projections

Live visuals

Sound Reactive Projections for Xibaba

A rear-projection tarp installation where audience silhouettes merged with sound-reactive visuals across a sidewalk.

ProjectionInteractive visualsLive performance
Mike Olson performance setup with large green and orange projection mapped visuals

Live visuals

Mike Olson Six Projects Release Show

A multi-projector Processing environment mapped to analog synthesis, using a virtual camera rig across perpendicular projectors.

ProcessingMax/MSPMIDI mappingSpaceNavigatorProjection design
VR data glove prototype beside monitors showing a virtual hand interaction demo and code

2014

Homebrew Data Glove

A functioning wearable with homemade Velostat/copper-tape finger sensors and Razer Hydra-based 6DOF tracking. Arduino I/O and a Processing application mapped virtual collisions to 16 independently controlled haptic motors at corresponding locations on the glove.

ArduinoProcessingOculus Rift DK1HapticsBend sensors
Digital Dalang virtual shadow puppets projected on an ornate Wayang Kulit screen at night

2018

Digital Dalang Virtual Light / Shadow Puppets

I built Unity software and physics-based digital puppets from artwork supplied by the art team, using Leap Motion wrist and finger movement to control them. Unity projections lit a hybrid of physical and digital Wayang Kulit puppetry at Burning Man; I also helped set up and run the installation.

UnityLeap MotionVFX GraphHand trackingInstallation

2021

Raya and the Last Dragon Crystal Shards

I developed performer-controlled Unity VFX Graph smoke and crystalline shards for a shadow puppet production tied to Raya and the Last Dragon. Leap Motion gestures let another performer separate and orbit the shards, then bring them back together and make them glow by closing a fist.

UnityLeap MotionHand trackingVFX GraphPerformance systems