Profile

Graphics Software Engineer focused on performance optimization and engine-level rendering systems. I build and debug Unity graphics for AAA games, and I'm experienced in modifying engine source to fix bugs or extend core systems. I like GPU-driven workflows, shader/compute development, measurable performance gains, and large memory savings.

  • Current: HB Studios (2K Sports) - Unity graphics for AAA titles
  • Focus: performance, rendering systems, engine-level architecture
  • Skills: Unity (HDRP), Unity Source modification, performance analysis, GPU-driven pipelines, shader/compute workflows, C#/C++

Professional Work

Screenshot of a game jam project

PGA TOUR 2K25

I've shipped major texture-system upgrades (multi-UV streaming, deferred uploads, partial cpu->gpu texture updates) delivering 400MB+ terrain memory savings, and designed compute-driven systems like flow-field atlasing that cut memory by 30x+. I also profile and debug rendering and gameplay bottlenecks across platforms, and have landed fixes in Unity that ship in current versions.

  • Tooling: Unity • C# • C++
  • Platforms: Windows • Xbox Series • PS5
Minecraft game cover

Minecraft for PS5®

On the PS5 port of Minecraft, I was one of two rendering programmers, contributing to the PS5 renderer and the native platform integration. I extended the shader build pipeline with an optional step to extract and package shader binaries for embedding directly in the executable. I also profiled CPU/GPU performance and memory usage of the AGC backend to guide targeted optimizations.

  • Tooling: C++ • Custom Engine
  • Platforms: PS5
Minecraft Legends Cover Image

Minecraft Legends

My first professionally shipped game. On Minecraft Legends, I profiled CPU/GPU rendering across all shipping platforms and shipped graphics optimizations. I built a dynamic resolution system for low-end hardware that preserves native-resolution UI, implemented full-screen resolution selection with multi-monitor support, and handled rendering bug fixes and feature maintenance.

  • Tooling: C++ • Custom Engine
  • Platforms: Windows • PS5 • PS4 • Xbox One • Xbox Series

Game Jams

Screenshot of a game jam project

Gobblin' Goblins

Developed for the 2026 Winnipeg Game Jam. Enter the Goblin Gobblin' contest and devour food faster than the competition to win!

  • 72-hour jam • Unity • C#
Screenshot of a game jam project

Soul Harvester

A deckbuilding game based around the gods of death. Many different card effects that interact and chain together!

  • Ludum Dare 58 • 72-hour jam • Unity • C#
Screenshot of a game jam project

Depths of Madness

A wave clearing game with lots of stats and interactions. As you gain madness you get powerful abilities but lose vision.

  • Ludum Dare 57 • 72-hour jam • Unity • C#
Screenshot of a game jam project

Necro Riot

Developed in 12 hours or so for Ludum Dare 55, was rated top 200 in fun! Goofy programmer art and sfx. Prove your worth to your demon girlfriends parents by making a blood sacrifices!

  • Ludum Dare 55 • 72-hour jam • Unity • C#