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