Personal Details

Passionate Graphics Programmer with hands-on experience in real-time rendering and shader development.
I thrive in collaborative environments, leveraging my problem-solving abilities to tackle complex visual challenges.
In my free time, I dive into cutting-edge rendering techniques, constantly experimenting and refining my skills through personal projects. I’m eager to contribute to innovative game development and push the boundaries of visual storytelling.

Skills

Programming:
Mainly working using C++ and HLSL.
Graphics API's:
Learned about graphics API using OpenGL 3.X
Did some personal research experiments using OpenGL 4.x (including a small pathtracer using handwritten compute shaders)

Daily working with DX11/HLSL.
Learning about Vulkan in my spare time.

Game engines:
I have worked with some custom engines and UE4, and I have used Unity for some small personal projects.
Source Control:
Mainly using P4

EDUCATION

BTEc Level 5 HND in Computing And Systems Development
ESAT [2015–2018]
Graduated with Distinction.
Relevant modules:
Final Project Distinction
3D Graphics Engine Distinction
Data Structures And Algorithms Distinction
AI Systems Distinction
Unreal Engine 4 Distinction

BSc(honours) Computer Science for Games
Sheffield Hallam University [ 2018 - 2019]
Top mark in the year
Relevant modules:
Final Project First
3D Games Prototyping First
Effective C++ First
Realtime 3D First

Experiences

Graphics & Tools Engineer

2022-Current
Mountaintop Studios

Focus on compute shader optimization and engine performance.
I collaborate closely with artists to streamline shader workflows and enhance performance.
I also develop in-engine tools that empower artists to implement new features efficiently.
Additionally, I work on optimizing the game engine, ensuring smooth and high-performance experiences for end users.

Graphics Programmer

2021 - 2022
Creative Assembly

Primarily focused on GPGPU programming.
Collaborating with the VFX team to develop and integrate new features, enhance engine usability, and expand debugging capabilities.
My work emphasizes optimizing performance while improving the overall development experience for technical and creative teams alike.

Associate Graphics Programmer

2020 - 2021
Creative Assembly

Environment: C++ Dx11/HLSL.
Primarily focused on learning and implementing modern real-time VFX rendering techniques, while collaborating with the VFX team to enhance engine performance and capabilities.
I actively explore cutting-edge rendering methods to push the boundaries of visual effects in real-time environments.

Trainee Graphics Programmer

2019 - 2020
Creative Assembly

Environment: C++ and Dx11/HLSL.
Gaining hands-on experience in a professional game development environment, with a focus on how real-world development processes impact engine design.
I’m learning to collaborate effectively across disciplines, including communication with artists and tools teams, to align on shared goals and enhance client-side experiences. My primary role involves working within the VFX team to improve the engine’s visual effects capabilities.

Gameplay Programmer at Rocket Banana

2017 - 2018
Esat end-year project

A team we had when studying at Esat, developing a game and learning Unreal, and released on Steam.
My contributions are mainly related to gameplay.

  • Main character movement
  • Enemies behaviour and movement
  • Main Menu Design & Implementation
  • Implementation of local multiplayer

Programmer

2017 - 2018
Esat end year Game Engine

Being part of a team of 2, we learned OpenGl at the same time we developed a 3D Game Engine, capable of PBR rendering, deferred rendering, and lots of postprocesses, like SSAO, SSR, Bloom etc…
In order to understand the rendering pipeline.

References

AVAILABLE ON REQUEST