Don Hopkins Resume

Resume for Don Hopkins, Senior Software Developer.



Ground Up Software: Groundskeeper (2017-present)

Pantomime Corporation: Chief Architect and Developer: Pantomime (2014-present)

Jaunt VR: Senior Software Developer Contractor: Unity3D, JavaScript, scriptable 360° VR video player (2016–2017)

NutritionQuest: Chief Architect and Developer: Alive-PD / Turnaround Health (2005–2007; 2009–present)

Stupid Fun Club / Syntertainment / MediaGraph: Research Programmer (2002–2003; 2009–2014)

TomTom: Senior Software Developer: Dynamic Content and Publishing, TomTom Home, BitTorrent (2007–2009)

Connected Media: Chief Architect and Developer: ConnectedTV, Palm TV Guide and Universal Remote (2001–2007)

Electronic Arts / Maxis: Senior Software Developer: The Sims; Contractor (1997–2000; 2000–2007)

Interval Research Corporation: Research Programmer: Multimedia, Signal Processing, Visual Programming (1996–1997)

Kaleida Labs: Senior Software Developer: Distributed ScriptX Multimedia Programming Language (1993–1996)

Carnegie Mellon University Computer Science Department: Research Programmer: Garnet Lisp GUI (1992–1993)

Turing Institute: Senior Software Developer: HyperLook interactive UI development environment for NeWS (1992)

DUX Software: Chief Architect and Developer: Unix SimCity port to HyperLook/NeWS/OpenWindows/Solaris, TCL/Tk/X11/Unix, and SimCityNet Multiplayer design, UI, and network programming (1991–1996)

Sun Microsystems, SunSoft: Intern: Forth, CADroid; Member Technical Staff: The NeWS Toolkit (1987; 1990–1991)

UniPress Software: Software Developer: UniPress Emacs, NeWS display driver, pie menus, tabbed windows (1988)

University of Maryland Computer Science Department, Human Computer Interaction Lab: Research Programmer: Scripting, Networking, User Interfaces, Pie Menus, HyperTIES hypermedia browser and authoring tools (1985–1990)


Scripting and Integration:

Programming Languages:

Integration Technologies:

Web Browser APIs:

SimCity and The Sims Franchises:

Ported SimCity to Unix:

Micropolis Project:

The Sims:

Virtual and Augmented Reality:

Pantomime: Designed and implemented all parts of Pantomime, a mobile networked AR/VR system for iOS, Android, Mac and Windows, using Unity3D, JSON and Unity networking.

Levity, Interval Research: Extended and live-coded applications with the “Body Electric” aka “Bounce” visual programming language that Chuck Blanchard originally developed at VPL Research, for controlling VR sensing and rendering hardware and live-programming and debugging interactive 3D VR simulations. Developed multimedia 2½-D live video overlay and character simulation applications, and worked on the visual programming language user interface and internals, including Macromedia Shockwave Player (MMP) and COM (MOA) plug-in component and structured data type integration using ATL on MacOS.

User Interface Architecture and Design:

Diabetes Prevention, Nutrition and Health Care:


Graduated from the University of Maryland, May 1990. BS, Computer Science.

  • Independent study in the Parallel Processing Lab: porting Z-80 FIG-FORTH and implementing network hardware support for the ZMOB parallel processor.
  • Independent study in Don Perlis’s Robotics Project: programming robotic navigation simulation on a Symbolics Lisp Machine.
  • Independent study in Mark Weiser’s Heterogeneous Systems Group, researching and studying user interfaces, pie menus, scripting, networking, ubiquitous computing, heterogeneous system integration, using DEC VAXen with BSD Unix, Sun Workstations with SunOS, NFS, SunView, X10, X11, NeWS, and Xerox Workstations with Star, ViewPoint, XDE, Interlisp.
  • Research programmer in Ben Shneiderman’s Human Computer Interaction Lab: researching and developing user interface techniques, pie menus, HyperTIES hypermedia browser, NeWS PostScript hypermedia formatter, EMACS hypermedia authoring tool, embedded FORTH scripting engine, window management, empirical performance testing, visual programming, object oriented toolkit architecture, writing papers, recording videos, presenting at conferences, trade shows, and giving talks and demos to visitors and colleagues.


SimCity for X11:

The Sims:

  • Outstanding Achievement in Game Design
  • Outstanding Achievement in Gameplay Engineering
  • Game of the Year 2000

Computer Gaming World awards:

  • Named 2001 Game of the Year (April 2001 issue)
  • Introduced into the Hall of Fame (November 2003 issue)

The Sims was included in the Museum of Modern Art’s collection of video games in 2012, and was inducted into the 2016 World Video Game Hall of Fame. Since its release in February 2000, The Sims franchise has sold over 200 million units worldwide, by appealing to girls equally as to boys, and enabling players to model their own families and friends, tell their own stories, and create their own content.

  • “The Sims not only lived up to the hype, but it also proved all the skeptics and critics wrong.” -GameSpot E3 1999 Review
  • “And this is the elegance of Will Wright’s designs: Taking the abstract concept of functional architecture and resolving it into a game with so many open-ended options and parameters that it will no doubt redefine the paragons of game design.” -GameSpot


References available upon request.


Chaim Gingold described my work with SimCity and The Sims in his PhD dissertation on Play Design:

User interface flower child. Pie menus, PizzaTool, SimCity, The Sims, Visual Programming, VR, AR, Unity3D / JavaScript bridge.