Software engineer who enjoys solving complex problems and driving projects from concept to commercialization. I have a strong focus on writing clean and efficient code and take pride in my attention to detail. While my expertise lies in computer graphics, I am a versatile generalist skilled at tackling a wide range of technical challenges with creativity and precision. I maintain a blog where I write about technology and science, reflecting my enthusiasm for continuous learning and knowledge sharing. I am a member of ACM and my local astronomy society. Above all, being a dad has taught me valuable lessons in patience, perspective, and problem-solving that I apply to my professional life.
Contributed to the development CSR3 from prototype to launch, advancing the graphics team’s technology stack. Focused on optimization and scalability to ensure broad mobile device compatibility. Researched and implemented cutting-edge graphics algorithms to enhance visual fidelity. Worked closely with artists to streamline content creation, reduce production costs, and speed up build cycles. Assisted with troubleshooting, and optimizing legacy code.
Focused on research and development of graphics algorithms for CSR2. Implemented a long list of improvements and bug fixes. Provided continuous support to art and live operations teams, ensuring consistent delivery of impactful updates that improved player experience. Created internal tools and wrote technical guides to streamline assets authoring.
Focused on researching real-time rendering algorithms for Virtual and Augmented Reality (VR/AR) applications. My role involved scoping, planning, prototyping, and developing features for both experimental and commercialised products. The team was awarded the ‘project of the year’ bronze award for our work on AR Emoji which was included in all Samsung Galaxy phones starting with the Galaxy S10.
Joined as a member of the device ecosystem solutions team, developing vendor software for Samsung Galaxy phones. Worked on features and improvements for the next generation of flagship devices. I then transitioned to the computer graphics group, where I focused on supporting research and development initiatives. In this role, I specialized in exploring the state of art in rendering, evaluating feasibility and implementing cutting-edge technologies for flagship devices, with particular emphasis on high-performance real-time rendering tailored to virtual and augmented reality.
Supported the development of VBS Tactics, where I played a key role in advancing the project through both technical direction and hands-on development. As a member of a small, agile team, I worked on the initial prototype, which laid out the foundation for the project’s direction. After a successful product pitch to leadership, the team grew and I transitioned into the role of lead developer for the server component, where I was responsible for overseeing server-side architecture, designing communication protocols and ensuring a seamless integration with the game engine and the web frontend.
Worked on Pokémon Art Academy for the Nintendo 3DS, with a focus on creating an immersive experience that utilizes the platform’s distinctive features, dual screens and stylus input. Collaborated closely with a multidisciplinary team of developers, artists, and producers to design and implement core gameplay mechanics, visual effects, and an intuitive interface that empowers players of all skill levels to easily create and share digital artwork. Assisted in optimizing game performance to deliver a smooth and responsive user experience.