Hi, I'm Joshua Klenk-image

Hi, I'm Joshua Klenk

a computer science student focusing on gameplay programming, AR experiments, and interactive systems. I'm currently working toward my B.S. in Computer Science at Fairleigh Dickinson University.

Recently I've been working in Unity for an AR haploscope I'm helping build for a near-field depth perception study.

about-me-image

About me

I like to spend most of my time building things through code, hardware, or whatever the project calls for. I enjoy troubleshooting technical problems, experimenting with AR/VR, and making systems that feel good to use.

  • Location:Lebanon, NJ
  • Education:B.S. Computer Science — FDU (Expected May 2026)
  • Research:AR Haploscope — Near-Field Depth Perception
  • Interests:Game development, AR/VR, 3D printing, hardware tinkering, guitar

Education

B.S. Computer Science — GPA 3.6, Honors List

Fairleigh Dickinson University — Florham Park, NJExpected May 2026

Relevant coursework: Software Engineering, Computer Architecture, Operating Systems, Data Structures & Algorithms, Database Development, AR/VR, 3D Game Creation, Linear Algebra, Physics II.

A.S. Information Technology — GPA 3.55, Dean’s List

Raritan Valley Community College — Branchburg, NJ2018 – 2023

Foundations in programming, systems, and networking.

Skills

A mix of technical and creative skills I’ve developed through coursework and projects.

Languages
C#
C++
Python
SQL
Simulation & XR
Unity (C#, New Input System)
Unreal Engine
OpenCV
AR/VR Development
3D & Visualization
Blender
Shapr3D
Autodesk
Substance Painter
FBX Pipeline
Tools & Practices
Git / GitHub
Agile / Scrum
Jira
SOLID / OOP Design
Doxygen
Linux
Featured Research

AR Haploscope — Near-Field Depth Perception

Collaborative research at the FDU AR/VR Lab

Hardware iteration phase — preparing for human subjects trials

Haploscope hardware on the optical bench

Co-developing a custom tabletop AR display using collimated and diopter lenses to study vergence–accommodation conflict and depth judgment accuracy. The work targets problems directly applicable to AR-assisted surgery and precision industrial systems.

I engineered the Unity rendering pipeline for stereoscopic stimulus presentation, and built calibration and stimuli-alignment tooling in Python with OpenCV. The experimental protocol — measuring depth judgment of occluded virtual objects against real-world targets.

Check out some of my work

BB-TextAdventure

BB-TextAdventure

C++ · Agile

Scrum Master for a 5-person team. SOLID architecture, Command-pattern input dispatch, 175+ commits, full Doxygen coverage.

C++SOLIDAgileDoxygen
View on GitHub
Stranded

Stranded

Unity · Solo

Third-person zombie survival in Unity: player controller with Cinemachine, animation state machine, NavMesh enemy AI, and core shooting loop.

UnityC#NavMeshCinemachine
Environment Showcase

Environment Showcase

Unreal · 3ds Max

Lumen-lit Unreal environment with Sequencer cinematics and a PBR sword modeled in 3ds Max and brought in through the FBX pipeline.

UnrealLumen3ds MaxPBR
Watch on YouTube

Get in touch.

I’m open to connecting about research, game engine work, AR/VR, or collaboration on technical projects.

Github
j-klenk
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