Kyle Simmons

Kyle Simmons

Orlando, Florida, United States
3K followers 500+ connections

About

Innovation is what gets me out of bed in the morning. My career has spanned theme park…

Services

Activity

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Experience

  • Smart Monkeys Inc. Graphic
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    Orlando, FL

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    Orlando, FL

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    Greater Orlando

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    Universal Studios, Florida

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    Kennedy Space Center, FL

Education

Licenses & Certifications

Volunteer Experience

Publications

  • Space Shuttle Solid Rocket Booster Illustrated Systems Manual

    StarCat

    I repository of new and old illustrations, photographs, 3D renderings and diagrams of flight hardware related to the Space Shuttle Solid Rocket Boosters. This manual was accompanied by a multimedia CD-ROM that provided navigation and search capabilities for the entire image catalog, as well as newly generated 3D animations and interactive Flash visuals.

    See publication

Courses

  • Differential Equations

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Projects

  • Battle Stations 21

    Imagine a 3-story Halloween Horror Nights attraction themed both inside and out to look and feel like a US Navy destroyer under attack. Add 17 escape rooms complete with real fire fighting, real flooding compartments, smoke & scent machines, sound effects, and even floor shakers. This 12-hour capstone training event is Battle Stations 21, the final exam for all Navy recruits to graduate from bootcamp. It is visceral as hell! My role is to supervise the design, installation, and programming of…

    Imagine a 3-story Halloween Horror Nights attraction themed both inside and out to look and feel like a US Navy destroyer under attack. Add 17 escape rooms complete with real fire fighting, real flooding compartments, smoke & scent machines, sound effects, and even floor shakers. This 12-hour capstone training event is Battle Stations 21, the final exam for all Navy recruits to graduate from bootcamp. It is visceral as hell! My role is to supervise the design, installation, and programming of multiple system upgrades, including automation controls, special effects, media, lighting, and interactive displays.

  • Despicable Me: Minion Mayhem (Universal Studios Singapore)

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    Motion Base Simulator Ride
    Show programming for 4-DOF simulator-style dark ride. The new installation required early animatics, line-of-site studies, and ride performance analysis.

  • Epic Universe

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    As manager of the show programming team, I supervised show programming resources for all new attractions going into Universal Orlando Resort's fourth gate. This included ride vehicle programming for dark rides, as well as show action equipment, special effects timing, and show sequencing for dark rides and coasters.

  • Harry Potter & the Forbidden Journey (Universal Studios Beijing)

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    KUKA Robot Dark Ride
    Show programming of all KUKA robots for this heavily themed dark ride attraction. I was the original programmer from project launch, but due to the pandemic I was not able to install the system myself. However, I was able to complete the show profiles and assign installation to one of the talented members of my team.

  • Harry Potter & The Forbidden Journey (Universal's Islands of Adventure)

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    KUKA Robot Dark Ride
    I had the honor of reprogramming this world famous attraction. The new KR700 robots required updated motion profiles due to the altered geometry of the robot arms. The update gave us the opportunity to introduce show performance "trick moves" that had been developed for other installations, which improved thrill factor. I also introduced lessons learned from my experience with training simulators to reduce simulation sickness, and use MATLAB to improve profile analysis.

  • Fast & Furious: Supercharged (Universal Orlando Resort)

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    Dark Ride with Motion Base
    Show programmed the motion platform that lifted the 18-ton ride vehicle (72 passenger bus) effectively making it a motion base simulator. The biggest challenge was overcoming the inherent oscillation caused by rapid changes in acceleration (ie "jerk"). This massive autonomously guided vehicle bounced, rocked, and shimmied with every move. Ironically, the same problem robbed me of any vibrations I added for texture. After multiple iterations, I finally got a good…

    Dark Ride with Motion Base
    Show programmed the motion platform that lifted the 18-ton ride vehicle (72 passenger bus) effectively making it a motion base simulator. The biggest challenge was overcoming the inherent oscillation caused by rapid changes in acceleration (ie "jerk"). This massive autonomously guided vehicle bounced, rocked, and shimmied with every move. Ironically, the same problem robbed me of any vibrations I added for texture. After multiple iterations, I finally got a good feel for the vehicle, and managed to make a dynamic show.

  • Despicable Me: Minion Mayhem (Universal Studios Japan)

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    Motion Base Simulator Ride
    Show programming for 4-DOF motion base simulator. This installation replaced the "Back to The Future" attraction at USJ, using the original BTTF motion base. The main challenge was mapping the original performance from the Orlando installation to this older and more powerful ride system. I also had an opportunity to introduce improved vibration control using Python and MaxScript.

  • Kung Fu Panda: Emperor's Quest (Universal Studios Hollywood)

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    Theater Show with Motion Base
    Don't let the "simple chair" look of the D-Box seat fool you. Programming the motion base was A LOT of fun. It is one cool piece of tech that uses audio clips as a motion profile. So editing the seat uses Pro-Tools instead of animation. This gives it two seriously cool strengths. First you can rapidly prototype the entire show with a library of clips to flesh out the timing and intensity in near real-time. Second, it gives complete control over vibration…

    Theater Show with Motion Base
    Don't let the "simple chair" look of the D-Box seat fool you. Programming the motion base was A LOT of fun. It is one cool piece of tech that uses audio clips as a motion profile. So editing the seat uses Pro-Tools instead of animation. This gives it two seriously cool strengths. First you can rapidly prototype the entire show with a library of clips to flesh out the timing and intensity in near real-time. Second, it gives complete control over vibration frequencies and allows you to layer motion textures together and blend them seamlessly. Two drawbacks: short motion range (about 1.5 inches, with a 3 inch option) and no native way to animate precise movement to match visual queues on-screen. So I programmed a tool to extract an animated motion profile as an audio file that could then be loaded into ProTools (as a D-Box clip).

  • Mario Kart: Koopa's Challenge

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    Dark Ride with Motion Base
    Early contributions to scene designs and effects concepts for the "speed tunnel". Also early concepts for vehicle animation and timing animatics.

  • Race Through New York Starring Jimmy Fallon (Universal Orlando Resort)

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    Dark Ride with Motion Base
    Show programming for special effects timing and intensity, including wind, water spritz, water lob, and two scent cannons. For this show, the entire theater is the motion base. Supported principle show programmer with file management and documentation.

  • Skull Island: Reign of Kong (Universal's Islands of Adventure)

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    Dark Ride with Motion Base
    Supported principle show programmer with documentation and file management. Worked with engineers two years later to identify solutions to structural fatigue issues in the AGV frame. Provided motion profile updates for analysis and special effects for show quality sustainment.

  • US Army Common Driver Trainer

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    Training Simulator with Motion Base
    At Raydon, we created "serious" games that immersed Army drivers in the landscape of any real-world location necessary to prepare soldiers for field deployment. In my role as Environment Designer, I ensured that the motion base responded correctly to match the shape of the terrain on-screen. As a team leader, I also supervised the quality of on-screen animation for characters and vehicles.

  • US Army Convoy Operations Trainer

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    Training Simulator with Motion Base
    I created and maintained a library of massive environment models, each representing a real-world location. In addition, I worked with a talented team of game artists to model and rig characters, vehicles, and landmarks to populate the scenes for these immersive "serious" game systems. The movement of the motion base was controlled through pre-programmed animation and interactive code.

  • Ares / Artemis-1 Mobile Launch Tower

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    Rocket Launch Tower Engineering & Animation
    I was part of the engineering team that designed the retractable arms and cryogenic fuel delivery system on the Ares-I launch tower, which was later refitted to support the Artemis moon rocket, which launched on August 29, 2022. In addition to mechanical design and modeling, I supported the animation team by converting our CAD models for animation in Maya, as well as rigging and animation.

  • US Navy Aircraft Carrier Launch Simulator

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    Training Simulator with Special Effects
    In addition to character and vehicle model creation, rigging, and animation, I also supervised all aspect of art direction, including motion capture and look development. Additional practical and virtual effects were achieved through show controls and custom C++ game engine.

Honors & Awards

  • Laulima (Spot) Award

    Alaka'ina Foundation

  • Spot Award

    Raydon Corporation

  • STS-114 Return to Flight Service Award

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  • Triple Crown Safety Award

    United Space Alliance

    In recognition for introducing new communication techniques for the dissemination of knowledge, in this case Workplace Safety.

  • Advanced Achievement Award

    Full Sail University

    In recognition for advanced achievement in coursework and final project animation.

  • Course Director Award: Character Rigging

    Full Sail University

    In recognition of achieving top performance in Character Rigging and Control Structures.

  • Course Director Award: Motion Studies

    Full Sail University

    In recognition of advanced aptitude in Straight Ahead Action and Pose to Pose, Follow through vs. Overlapping Action, Secondary Action, Solid Drawing, Squash and Stretch, Staging, Timing, Arcs, Appeal, Anticipation, Exaggeration, Ease in/Ease out.

  • Course Director Award: Special Effects

    Full Sail University

    In recognition of advanced aptitude in Special Effects rendering, including particle effects, shaders and lighting.

  • Valedictorian

    Full Sail University

    GPA 3.98

  • Dean's List

    DeVry University

    Dean's list more times than not.

Languages

  • Irish (Beginner)

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Organizations

  • SIGGRAPH, NAPP,

    Vice Chair of Orlando Professional Chapter - ACM/SIGGRAPH

    - Present

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