Derek De La Peza

About Me

I'm a rendering engineer based in Sunnyvale, CA. I build real-time graphics systems for games and VR. Shaders, GPU optimization, the stuff that makes things look good and run fast.


I spent just over four years at Sanzaru Games (Meta Reality Labs), where I shipped Asgard's Wrath 2 on Quest 2/3. It was my first major job in games, and it's where I discovered what I really enjoy about this work. I had real ownership over rendering features like dynamic shadows, subsurface scattering, water systems, and decals. I had the freedom to figure out how to make them happen on mobile VR hardware.

I thrive when I can dig into hard problems. Whether that means going through books, dissecting old games, or inventing something new, I'll find a way. Might be hacky, maybe even a little crazy, but we'll get it done. I don't like saying no. In my mind, there's always a path forward.


What I Work With

C/C++, C#, Rust, HLSL, GLSL. Unreal and Unity. I spend a lot of time in RenderDoc and NSight. I've worked across the full rendering pipeline, but I especially enjoy R&D work. Going down wild tangents and sometimes surprising the team with things previously thought impossible.


How I Work

Some of my best work came from close collaboration with environment artists, character artists, and VFX teams. We'd always have wild ideas and evil plans in the works. That level of trust and back-and-forth is where the good stuff happens.


I'm looking for what's next. If you're working on something interesting in games, VR, or real-time graphics, let's talk.