
Senior Rendering Engineer with extensive experience in real-time graphics and game development. Previously contributed to cutting-edge rendering systems at Epic Games (Niagara VFX team) and shipped Life is Strange: Double Exposure at Deck Nine. Specialized in Unreal Engine 5, advanced shader development, and performance optimization. Passionate about procedural content generation, runtime mesh systems, terrain deformation, and world building. Creator of RealtimeMeshComponent and StencilWorks plugins for UE5.

August 2022 - Present
Raleigh-Durham-Chapel Hill Area
Award-winning game studio known for narrative-driven games built on Unreal Engine, including the Life is Strange franchise.
July 2024 - Present
August 2022 - June 2024
March 2014 - Present
Raleigh-Durham-Chapel Hill Area
One-person Unreal Engine-focused consultancy and plugin development studio delivering technical solutions to indie teams, AAA studios, and Fortune 500 companies.
March 2014 - Present

January 2021 - July 2022
Raleigh-Durham-Chapel Hill Area
Creator of Unreal Engine and Fortnite. Industry leader in real-time graphics and game engine technology.
January 2021 - July 2022

June 2020 - February 2021
Remote
Global technology company known for innovative PC hardware and displays.
June 2020 - February 2021

January 2017 - July 2018
Raleigh-Durham, North Carolina Area
AI training data company focused on synthetic data generation for computer vision.
January 2017 - July 2018
2017 Bachelor's Degree in Game and Simulation ProgrammingExtracurricular Activities:
| ||
Associate's Degree in Computer ProgrammingExtracurricular Activities:
|


Shipped AAA narrative-driven game across PC, Xbox Series X|S, and PS5. Spearheaded mid-production adoption of Nanite and Lumen in UE5, including rendering pipeline setup and developer onboarding. Rewrote and optimized gameplay powers systems (Shift/Pulse) for better stability and performance. Profiled and optimized complex VFX and lighting scenes to meet performance budgets.


Leading rendering systems development on unannounced UE5 project at Deck Nine Games. Driving efficient usage of Nanite and Lumen based on prior production experience. Implementing next-gen rendering workflows and tooling improvements.

Contributed to Unreal Engine 5 release as part of the Niagara VFX team at Epic Games. Implemented GPU ribbon emitter rendering (previously only CPU emitters supported). Expanded ribbon capabilities with 3D ribbons (multiplane, tube, custom shapes), improved UV layouts, and dynamic tessellation. Built Niagara Summary View. Optimized performance with script compression and enhanced data interfaces (spline, debug). Improved Cascade to Niagara converter, especially for ribbons. Worked in direct support of Fortnite.

Worked alongside Fortnite team while on Epic Games Niagara VFX team. Provided engine-level support and VFX tools development for one of the world’s most popular games. Ensured Niagara features met the demands of live-service AAA production.

High-performance runtime mesh creation and rendering plugin for UE4/UE5, listed on Fab (Epic’s marketplace). Formerly known as RuntimeMeshComponent. Supports a wide variety of use cases for procedural mesh generation at runtime with full engine rendering support. Designed as a faster, more flexible replacement for ProceduralMeshComponent. Features dynamic LODs, Nanite integration, mesh streaming, and runtime geometry tools. Used by individual developers, simulation companies, and large-scale production teams for tools, games, and visualization applications.

Recently released UE5 plugin designed to support effects utilizing CustomDepth/CustomStencil after TSR (Temporal Super Resolution). Temporally stabilizes and aggregates CustomDepth/CustomStencil data to increase quality and remove temporal flicker. Enables high-quality post-process effects like outlines, edge detection, and screen-space analysis that remain stable with modern temporal techniques.
Feel free to reach out for collaborations, opportunities, or just to say hello!
Commercial drone pilot certification enabling aerial photography, photogrammetry for game asset creation, location scouting, and environmental reference capture for realistic game environments.