A cozy night-time studio: a little ghost at a desk with monitors, lamps and an ON AIR sign.

Goose
Steimann

Rendering Engineer
Real-time graphics · Tech art · AR

Engine-level rendering for Fortnite, Rocket League and Pokémon GO. Now building simulations and shaders that feel alive.

The desk CRT is a live ray-marched shader. View:

Featured projects

Poke the slime

Click and drag to poke it. It re-goos itself.

A browser-sized cousin of SlimeLab: a shape-matching soft body (Müller et al. 2005) simulated in JavaScript and ray-marched as metaballs in one fragment shader, with refraction, thickness-based absorption and dynamic resolution. The full GPU version is in Unreal →

Shaders

Fragment shaders on Shadertoy. Click one to run it live on Shadertoy.

K.K. Slider

A character modeled entirely from signed distance functions and ray-marched.

View on Shadertoy ↗

Homer and Kodos in Space

Two characters built from signed distance functions and ray-marched, including a glass dome, floating through a starfield.

View on Shadertoy ↗

The Amazing World of Gumball

Gumball and Darwin drawn entirely in a fragment shader, with flat cartoon shading and clean outlines.

View on Shadertoy ↗

Shipped

Most of my professional work is under NDA, so here's what it covered.

2022 – 2026 · Los Angeles

Epic Games / Psyonix

Senior Rendering Engineer

Fortnite · Rocket League · Rocket Racing · UEFN

  • Rendering architecture across UE5, UEFN, SceneGraph and Verse, at both game and engine-core level.
  • Engine-level shader pipelines and tech-art tooling adopted studio-wide.
  • HLSL and compute shaders, PBR, post-processing, ray tracing (Lumen, DXR); GPU profiling on PC, PS5, Xbox Series X and mobile.

2020 – 2022 · London

Niantic — Lightship ARDK

AR Software Engineer (R&D)

Pokémon GO · Pikmin Bloom · Peridot · Ingress

  • Core ML-to-rendering pipeline architecture for the Lightship ARDK.
  • Reality-blending AR rendering used by hundreds of millions of players on iOS and Android.
  • Cross-platform graphics tooling in Unity, C++, HLSL, Metal and Vulkan.

About

I'm a rendering engineer who likes the whole stack: GPU architecture and frame budgets at one end, and making something that looks and feels good at the other. I've shaped rendering at engine scale at Epic, built AR rendering at Niantic, and spent years before that freelancing on game engines, AR games and interactive murals.

I also mentor. Much of my best work has been tooling that lets technical artists move faster.

Winner, MIT Reality Hack 2023 · Mentor, MIT Reality Hack 2024 · Judge, NASA Space Apps NYC

Graphics
Vulkan, DirectX 12, DXR, Metal, OpenGL, HLSL, GLSL, compute
Engines
Unreal Engine (core + game), Unity, Lightship ARDK
Rendering
Ray tracing, Lumen, PBR, post-processing, GPU simulation, LOD, draw-call optimization
Profiling
RenderDoc, PIX, Xcode Metal debugger, Unreal Insights
Languages
C++, C#, HLSL, Python, JavaScript
Platforms
PS5, Xbox Series X, Switch, PC, Mac, iOS, Android

"I love the place where art, code and graphics meet."

Let's make something that renders beautifully.