I am a Senior C++ Software Engineer with more than 18 years of experience building and shipping performance-critical real-time software. I work across Windows, Linux, macOS, iOS, Android, and console platforms.
I specialize in 3D engines, real-time rendering, graphics pipelines, simulation and game systems, navigation, pathfinding, networking, databases, content pipelines, and developer tooling. My background combines strong computer science fundamentals with hands-on delivery in large production codebases.
I am experienced in profiling, CPU and GPU optimization, memory troubleshooting, debugging, multithreading, and reliability improvements. I enjoy identifying bottlenecks and making practical engineering trade-offs that improve runtime performance and production workflows.
I have delivered engine, gameplay, AI, rendering, and tooling features using C++, C#, Unity, OpenGL, DirectX, and custom technologies. I have also created tools for artists and designers, including editors, content pipelines, and 3ds Max plugins.
I am comfortable contributing to architecture, owning complex features end-to-end, and collaborating with multidisciplinary teams. Alongside commercial game development, I have built and shipped independent games using my own cross-platform C++ engine.