Seeking Investment to Scale for Launch.
In 1990, Jake began his professional employment working for NASA at MIT's Lincoln Labs producing a Space Shuttle simulator. They contacted him after he released one of the earliest PC-based 3D worlds on Compuserve/AOL/Prodigy. This led to an opportunity at SpaceTec IMC in Lowell, MA where he spent a year traveling around the country helping Video Game companies create 3D engines that powered the games of the 90s. He started working on 'motion-modeling' for 3D paths in many high profile products in that era, including DOOM and X-Wing vs Tie-Fighter, Rise of the Triad, etc. From there he became a consultant who delivered the first Windows-based fully-3D software engine in 1995 as a product for Corel & Deep River Publishing. Jake then spent a year building visualization tools for several U.S. Intelligence Agencies and the U.S. Patent Office as a consultant to Manning and Napier Information Systems.
In 1997 Jake started Whatif Productions, a video game company who developed technology for Sony, Nintendo, Microsoft and later the U.S. Government. Highlights include repurposing the PlayStation's sound chips to make shapes, regularly introducing first-ever features in the Video-Game, Virtual Reality and Software-Behavior industries, winning the 2008's "Best Serious Game of the Year" and developed video-calling tek, called LiveEye, on 2G flip phones in 2004 well before iPhone's FaceTime.
In 2008, Whatif Productions was closed and Jake worked as a CTO for Xeolux working on further A.I./Visualization projects. This was then consolidated into InVism where he continued the work as the Chief Scientist.
In 2011, Ken Granville and Jake founded MindAptiv LLC (now MindAptiv, Inc.) to deliver a software solution to a particular Gov't problem of area-of-interest encoding. MindAptiv worked on image processing, particularly real-time upsampling, styling, and transforming images/sounds/IR signals.
Currently, Jake is completing Essence, a system to transform human expressed wants, via spoken word, typing, or connecting Lego-like blocks of behaviors, into code, enabling tweaking, editing, or creating entirely new apps from a blank screen and words or motions. An Essence Technical Information Summary is available for download on the Homes Page.
Patent #10,037,592:
Digital quaternion logarithm signal processing system and method for images and other data types.
URL: https://ppubs.uspto.gov/dirsearch-public/print/downloadPdf/10037592
Patent #10,846,821:
Digital gradient signal processing system and method for video signals
URL: https://ppubs.uspto.gov/dirsearch-public/print/downloadPdf/10846821
Patent #11,373,372:
Digital gradient signal processing system and method for signals comprising at least three dimensions
URL: https://ppubs.uspto.gov/dirsearch-public/print/downloadPdf/11373272
Former TS/SCI Security Clearance (U.S.)
Technical Achievements
Chief Scientist @ MindAptiv
April 2011 - Mar 2021, May 2023- Present, Denver, CO
Senior Software Engineer @ Bitwise Alchemy,
Mar 2021 - Apr 2023 ( 2 years 1 month ), Austin, TX
Chief Scientist @ Xeolux LLC/ InVisM Inc.
September 2008 - March 2011 ( 2 years 7 months)
CEO/CTO @ Whatif Productions LLC
March 1997 - September 2008 , Belmont, MA
Founded Whatif Productions to build consumer-focused world building and creature authoring tools.
Created a wide range of PlayStation and PC products including
In addition to coding, design and management, Jake spent considerable time fundraising ( $5mil raised over 8 years ) and presenting.
WhatIf developed a spatial-modeling system called "curved space": that distorted the usual Cartesian 3D space into 'no-empty-space' warping that made adjacency queries, from any arbitrary direction, a sorted 'linear' walk of 'next possible contacts.' It dramatically improved rendering-time, physics-calculations, and AI sensing routines such as 'see' or 'hear'. We used this in video game tech and gov't/military simulations.
Visualization Consultant @ Manning & Napier Information Systems
February 1996 - February 1997 Rochester, NY
Successfully completed three visualization projects:
Game Engine Developer @ Deep River Publishing
June 1995 - February 1996 Portland, ME
Game Engine Programmer @ Spacetec IMC
May 1994 - June 1995 Lowell MA
Virtual Reality Developer @ MIT/Lincoln Labs
March 1992 - December 1993 M.I.T. Space Lab at Lincoln Labs, Cambridge, MA
While we are not an AI company, we have decades of experience with it. Read how we address AI from the inferences of Claude, ChatGPT and Perplexity.
We use cookies to analyze website traffic and optimize your website experience. By accepting our use of cookies, your data will be aggregated with all other user data.