Passionately Driven to create ground-breaking cinematic experiences utilizing emerging technologies. I specialize in interactive AI system driven Virtual and Augmented Reality development. With 10 + years experience in game development and film productions. I Lead and conceptulized the orignal reaction based cinematic Guitar Hero AI driven crowds. Well known throughout the game industry and VR and AR communities as a leading pioneer combining AI with volumetric Holograms using dynamic filming techniques. Recognized as an early adopter of new technologies and mixed reality subject matter expert and was positioned as a futurist by GQ Magazine.
Immersed inside Activision's Innovation's lab in Albany New York at Vicarious Vision's studio where I help lead development on several prototypes combining live crowd Cinematics with built in AI using reaction based filming techniques for Guitar hero which earned critical acclaim and winning many awards from major video game publications, and is considered one of the most influential games of the first decade of the 21st century and has earned more than $2 billion in sales.
My career in the game industry began before college as a Lead QA tester for Acclaim Entertainment. Over a decade after and hyper focused on becoming one of the most well rounded creative directors I can become with a strong foundation in design and computer engineering. I became a Leading designer for Activison in several disciplines; mission, game, tech and audio moving into a Creative Director role for several VR companies and for high profile clients, brands and celebrities leading several Virtual and augmented reality teams on high profile experiences.
"Design is in everything, it's the core of creation; to know design fundamentals, principals, systems, the design process itself; one's achievements are only bound by their determination to see a design through fruition" - Daniel DiLallo
September 2023 - 2025
At Start Left Security, I served as Head of Design, leading the charge in transforming a complex cybersecurity platform into a powerful, user-friendly experience. I reimagined the product’s interface and architecture through a human-centered design approach, making security workflows more intuitive, efficient, and engaging. By implementing gamification systems and AI-driven feedback loops, I introduced dynamic rewards and achievement mechanics that motivated secure behavior and boosted user adoption. Under my direction, the platform evolved into a robust, developer-first environment that not only protected organizations but also inspired teams to actively participate in their own cybersecurity maturity.
July 2016 - 2023
Lead design and development of advanced AI-driven XR and VR content for global enterprise and entertainment brands. Architect and optimize interactive simulations for combat training, product demonstrations, and narrative-driven content. Direct creative teams in producing haptics-integrated MR experiences, spatial computing, and cinematic storytelling in Unreal Engine 5.
July 2012 - 2016
Oversaw creative and technical development of multimedia applications across emerging platforms including Gear VR, Oculus Go, and AR devices. Delivered bespoke interactive experiences for top-tier clients through cross-functional team leadership. Developed user interfaces and design systems for immersive environments and branded content.
May 2012 - June 2017
RFF is the only Film and Music Festival in North Florida and Southeast Georgia. RFF is all about Entertainment: bringing the artists and community together for a 3 day celebration. Serving on the Board of Directors for the Rendezvous Film Festival was a transformative experience that deepened my understanding of the storytelling craft from both sides of the lens. I worked hands-on with filmmakers, producers, and audiences—curating selections, guiding panels, and engaging directly with the creative process behind independent and emerging cinema. This immersive involvement sharpened my narrative instincts, broadened my creative perspective, and reinforced the power of emotional resonance in visual storytelling. It was an invaluable chapter that helped shape me into a more versatile and empathetic director—both in film and in the world of games.
May 2006 - June 2011
Led multidisciplinary design teams across several AAA franchises—including Guitar Hero and multiple Marvel titles—delivering gameplay systems, mechanics, and content at global production scale. Played a key role in Activision’s Innovations Lab, pioneering experimental gameplay concepts, tools, and prototypes for flagship IPs, pushing the boundaries of player immersion and interactivity. Designed and implemented mission structures, core gameplay loops, and level scripting systems, wearing multiple hats from Lead Designer to Tools Programmer to ensure seamless creative-technical execution. Recognized internally as a top-tier designer for creative versatility, technical fluency, and consistent delivery of forward-thinking features that influenced long-term franchise direction.
May 2010 - June 2011
provide quality career education and technical training to allow students of diverse educational, cultural and personal backgrounds to become successful in an ever-changing global economy. Mildred Elley strives to afford students quality placement opportunities and instill in all of our graduates a desire for lifelong education and learning.
May 2006 - June 2011
Began as a mission designer on Spiderman 3 for the Nintendo wii and Playstation. Focused on Level and mission design. Lead the development on several tutorial missions including the user interface on those tutorial missions. First being the Black suit tutorial. The objective was to teach users the new player mechanics that comes with this game feature. Next I focused on trick races a mini game inside Spiderman 3. This mini game development had me focus on the replayabilty and comfortable controls including a fluent user experience with easy flow and navigability. strong focus on UI and hud displays that conveyed user information quickly and effectivly.
Feb 2002 - Sept 2004
Managed QA teams through multiple project lifecycles, identifying bugs, improving gameplay stability, and increasing efficiency of test coverage. Facilitated user testing and gameplay reviews across console titles, working closely with design teams to deliver polished releases. Starting my career in Quality Assurance at Acclaim Entertainment—one of the industry’s powerhouse game studios during its prime—was the foundation that shaped me into the game director I am today. Immersed in the rigorous process of testing, troubleshooting, and dissecting gameplay at the ground level, I developed a deep respect for every layer of game development. It taught me to think critically, identify what makes a game truly engaging, and collaborate closely across departments to elevate player experience. That hands-on exposure to both creative ambition and technical precision gave me a unique 360-degree perspective—one that continues to inform my leadership, design decisions, and commitment to excellence in every title I help bring to life.
Computer Engineering
2004 - 2006
I’m a proud graduate of Full Sail University, recognized globally as one of the top institutions for game design and interactive media. During my time there, I immersed myself in the fast-paced, industry-focused curriculum and earned three Course Director Awards in Programming, Public Speaking, and Final Project. I was honored to receive the prestigious Advanced Achievement Award—given to top-performing students who demonstrate exceptional creativity, leadership, and technical excellence. As a capstone to my journey, I was selected to speak on behalf of my graduating class, a moment that underscored my dedication to storytelling, innovation, and inspiring the next generation of creators.
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Over the past Decade I've strived for excellence on every project I've worked on trying to set the quality bar higher each time.
I'm here to lead and or support your teams and help maintain focus and drive to bring the highest quality, immersive and interative cinematic experiences to your consumers globally.
From 360 degree videos to full immersive interactive VR experiences specializing in FACECAP, MOCAP and motion controller ui design. Worked with both volumetric and Stereoscopic captures also am well versed in blending/transitioning reaction based AI driven video sequences and editing techniques. Basically I make films where the user is no longer a spectator but a participant.
Specializing in Hologram development with stereoscopic and volumetrically captured content. Directed the development on over 10 celebrity brand holograms being consumed on mulitple devices, from Mobile phones, AR glasses, Ipads, AR displays, Hologram pyrymids and many more devices to come.
With over 10 years experience in the game industry and multiple triple A titles under my belt. I bring a ton of knowledge and experience to the game dev teams I love to join. I check my ego at the door it's all about the project and its commercial success! I live to create the best game experiences for the consumer while striving to uphold at all cost the vison of my producers, creative leads and executive staff. I've worked in every discpline of the game industry from QA to Creative Director I love every aspect of Game Development. From long days of writing powerful optimized code to long nights of examining UI/UX design theories.
focused on several areas of AI development Customizing the client experiencesoffering highly customized recommendations. Recommendation engines boost revenue and will continue to play a pivotal role in simplifying customer's decisions. Increasing client engagement By improving customized communication, customers are more likely to be far more engaged with your company. While AI and data analytics can appear daunting, the strategic benefits of investing in AI are a no-brainer for companies looking to scale fast.
I believe emerging new technolgies especailly those that utilize HMD's and eyeware must pay very close attention to UI/UX design. UI design and UX design are perhaps the most crucial areas of development that need extremly detailed polish. Layering graphics inside the real world and or in a virtual world is a delicate art. Crucial to the success of HMD/Glasses powered applications UI/UX has been a huge focus of mine for many years now. I've been designing and developing UI for VR and AR applications for several years learning new and powerful ways to better the users experience and increase playability with familarity to my designs by me leveraging common design patterns and implementations.
With a passion for web development and nearly 100 websites designed under my portfolio I've been focusing on VR/AR websites with WebVR integrations. The web is catching back up to applications. VR has reinforced the need for the WEB to become more powerful and handle more computing the downloading times and updating of apllications is getting old and bothersome the more websites go Mobile and the applications are able to be intgrated directly within the website is here. I'm on the frontlines using Game engines to help design Web applications that are built directly into WebVR's frame work and will need no installation for its users. I'm focused on faster access to content with-out blockers or barriers to search and consume content immediately.
Consulted several new VR and AR start-ups entering different competitive spaces with very different business models. Also consulted and led dev teams that built POCs for many of the world's top brands, talent and companies looking to capitalize on marketing with VR/AR experiences and it's technology. I have knowledge on all the leading developers in most every verticle and have deployed multiple revenue barring business stratigies and monetization methods that produced an ROI in an extremely early adoption period.
Please don't hesitate to contact me
FL, USA
danieldilallo1@gmail.com
dan@emrse.com
Phone: (516) 729 1822