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