About Me
I'm a rendering engineer based in Sunnyvale, CA. I build real-time graphics systems for games and enjoy working closely with artists to help them iterate on and achieve their vision. I like getting hands-on with R&D and building key visual features and systems.
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 I'll get it done. I hate saying no. In my mind, there's always a solution and I will find it.
Recently, I spent just over 4 years at Sanzaru Games within 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 such as dynamic shadows, subsurface scattering, water systems, decals, and more. I built a close relationship with the art teams through feature requests, creative brainstorming sessions, and my own R&D. Together, we pushed the boundaries of what was possible in mobile VR.
How I Work
Some of my best work has come from close collaboration with environment artists, character artists, and VFX teams. That level of trust and back-and-forth is where the good stuff happens. I don't shy away from deep technical problems, but building things together is what keeps me motivated.
What I Work With
I have experience programming in C/C++, C#, Rust, HLSL, GLSL, JS, TS, Python, and more. I've worked with just about every game-adjacent tech stack by now. For game engines, I have more than 5 years of experience in both Unreal and Unity, as a professional and in various side projects.
I'm currently looking for new opportunities. If you're working on something interesting in games, VR, or real-time graphics, let's talk.