I’m a principal rendering engineer and software architect with nearly two decades in real-time graphics and AAA game development.
Focused on building high-performance rendering systems, modernizing pipelines, and simplifying engine architecture.
Much of my work has been helping teams ship AAA titles by removing performance bottlenecks and strengthening fundamentals.
I care about clarity. Breaking down complex problems, writing accessible technical content, and supporting teams as they grow stronger rendering capabilities.
Outside client work, I share what matters through writing, talks, and videos on graphics engineering.