George M Dean

CTO & Cofounder + Software Engineer

George “Mac” Dean

About Me

I'm the Technical Cofounder and Chief Technology Officer at Geopogo, where I've spent the past several years leading the development of innovative VR/AR applications that bridge technology and human interaction. With a background in both game design and emerging technologies, I’m passionate about creating experiences that push the boundaries of what's possible in the digital world.

My journey started with a deep love for technology and art, which I’ve cultivated through a formal education in interactive media, a fusion of Computer Science with design. This interdisciplinary foundation allows me to blend creativity with technical expertise, especially in AR/VR projects that explore real-world applications. At Geopogo, I’ve applied this perspective in a fast-paced startup environment, wearing many hats: leading engineering, managing product development, and collaborating with hardware manufacturers to bring interactive prototypes to life.

Profile Picture of George M Dean

Current Work - GEOPOGO

Technical Cofounder & CTO

Geopogo is an Architectural Visualization company transforming the construction industry by leveraging AR/VR and desktop visualization to enhance design communication, reduce rework, and streamline project timelines. As the Technical Cofounder, I led the development of a multi-platform visualization suite that bridges traditional architectural design software with cutting-edge tools for Head Mounted Displays (HMDs) like Magic Leap, mobile applications, and desktop. I spearheaded a cross-functional startup team to build a versatile, interactive platform enabling seamless model visualization across HMDs, mobile, and desktop multiplayer, bringing new possibilities to architectural and construction collaboration.

 

Geopogo Creator

As Technical Cofounder, I led, and implemented development on the Geopogo desktop app, built on Unity with connections to AWS. This application enables users to import 3D design files from a wide range of modeling software or create quick mock-ups, making it a versatile choice for architects and designers. Users can then export their designs to be viewed in AR or share them in a dynamic multiplayer environment, expanding collaborative possibilities in architectural visualization.

GEOPOGO AR for the Magic Leap

As the first project I fully owned from start to finish at Geopogo, I led the development of an augmented reality app for the Magic Leap One (ML1), built on Unity. This AR tool connects seamlessly with the Geopogo desktop app, allowing architects and clients to visualize designs at real-life scale, table-top models, or even tour interiors before construction begins. It has been successfully used to showcase planned developments to the public and improve construction site walkthroughs, once identifying $250,000 in potential rework costs through enhanced visualization. This project required both innovative AR development and close collaboration with headset manufacturers to optimize performance and deliver an industry-tailored solution.

GEOPOGO CreatorPro for the ML2

Building on the original ML1 app, I led the upgrade and enhancement of our AR application for the Magic Leap 2 (ML2), ensuring a seamless adaptation for the device's launch. This upgrade leveraged the ML2’s advanced capabilities, including segmented dimming for improved model visibility and support for multiple models, allowing users to switch between design options effortlessly. Working closely with Magic Leap, I guided the engineering team to enhance visual fidelity and optimize performance to meet new standards.

Geopogo for Magic Leap 2 has been featured in high-profile showcases, including CES and the World Economic Forum in Davos, where it demonstrated the potential of AR for architectural visualization to a global audience of industry leaders and potential clients.

 

A More Personal Note

Interests

Game Development
Creative Writing
WoW Mythic Raiding
Eve Nullsec
Visual Art
Space Exploration

Outside of work, I’m passionate about game development, creative writing, and exploring the latest in tech and science—especially anything related to outer space. As an avid gamer, I dive deep into MMOs like World of Warcraft, where I run Mythic raids as a tank, and EVE Online, which sharpens my skills in strategy, and problem-solving. Whether I'm analyzing game mechanics, crafting new experiences, or experimenting with design, I’m always excited to discover new ways technology can bring stories to life.

Indie Game Development

While much of my work at Geopogo involves using Unity for architectural visualization, I also apply my skills to indie game development, using Unity and other engines to create gameplay experiences. My design philosophy focuses on refining and highlighting core mechanics, resulting in minimalist games centered on polished, singular gameplay loops that offer both depth and replayability.

Delta Vee

Unity Engine

Built for the Ludum Dare 40 game jam under the theme "the more you have the worse it is", Delta Vee tasks the player with maneuvering in a zero-friction environment, using the mouse to direct thrust and quick boosts of force, collecting stars and avoiding the missiles that emerge for each point claimed. I wanted to create an extremely simple game that helps teach a sense of inertia and motion in a frictionless environment. This understanding could form the basis of further understandings of maneuvering in microgravity, or orbital mechanics.

 

Download on Itch.io

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A Nightmare For Gluttons

GameMaker Studio

A simple, yet addicting browser game, A Nightmare For Gluttons can be compared to PacMan on a map entirely filled with pellets, no walls, and ghosts that don't chase you but just move around. However the difficulty quickly ramps up, as the ghosts will begin to multiply exponentially, clogging the entire screen. Half luck and half skill, this battle to collect as many pellets as possible and survive longest was one of my first games I ever made, and emphasized quick restarts and a short reward cycle.

Download on Itch.io

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POND

Physical Board Game

Pond is a three-player asymmetric educational board game designed to teach players about ecosystem balancing and trophic levels. Each player has their own abilities and style of playing, who while competing to consume each other and overpopulate will over time balance and create a sustainable ecosystem between the three of them. This balance mimics how populations of creatures in the wild balance each out, and with purposeful adjustments to the rules can be used to show how environmental changes can unbalance and collapse an ecosystem such as in eutrophication, the unstable populations of moose and wolves on Isle Royale, or what happened to Yellowstone National Park without wolves. Pond was developed in a small team of myself, Taylor Groeschen and Nick Hinton.

View PDF

 

Graphic design & Art

Education

Miami University of Ohio, Oxford, OH

B.S. Interactive Media Studies, Minor in Graphic Design
Graduated May 2017

Contact

Email: Mac@MacDean.com
Phone: 650-776-9119