Resume

Skills

  • Tools: Visual Studio, Perforce, Unity, GIMP, Maya
  • Languages: C++, C#, Java, JavaScript, Python

Experience

Qualcomm GPU Compiler Engineer (Summer 2014 – Present)

  • Worked with a team developing the backend of an LLVM-based compiler for mobile GPUs.
  • Took ownership of three passes and handled all related issues. Interfaced with hardware team to finish compiler workarounds for remaining hardware errata.
  • Analyzed test data for several new features, enabling new hardware paths. Wrote several optimizations that increased overall performance of our test suite.
  • Created a tool to verify the safety of encoding changes without the use of a device, conserving a limited testing resource when looking at encoder related issues.
  • Delivered next gen features, enabling initial support for Khronos’ Vulkan in the compiler.
  • Awards:
    • Qualstar Ruby for fixing critical issues for an important milestone release.
    • Qualstar Diamond for finishing the first features for next gen chips.

Qualcomm GPU Compiler Engineering Intern (Summer 2013)

  • Investigated options for verification of OpenGL ES 3.2 Google Extensions tests, leading to a final decision on a method moving forward.
  • E3Expo booth duty with Advanced Content & Gaming team demoing a new display API.

Qualcomm Graphics Engineering Intern (Summer 2012)

  • Designed and implemented stress tests for tile-based rendering with OpenGL ES on multiple chips, which verified several configurations and exposed corner cases we needed to address.

Projects

The Maestros (2013 - 2014)

  • Networked RTS focused on punchy combat and quick engagements, developed in UDK.
  • Agile development in a team of 40+ developers, artists, and designers.
  • As graphics engineer, took ownership of all rendering related features and issues.
  • Worked closely with art team to deliver custom shaders that were in line with concept art.
  • General gameplay development, including status effects, fog of war, and input handling.

PrimeEngine (2013 - 2014)

  • Coded features in a bare-bones engine for PC, Xbox, iPad, and PS3.
  • Several types of post-processing shaders in Cg such as TV static and crepuscular rays.

Education

University of Southern California, Viterbi School of Engineering (2010-2014)

B.S. in Computer Science (Games)
  • 3.60 Major GPA
  • Club volleyball captain and tournament director