MODERN C++ ENGINEER • VULKAN PROGRAMMER
I build high‑performance rendering systems, modern CMake workflows, and Vulkan‑based graphics projects with a focus on clarity, correctness, and clean engine architecture.
Apr 2026 — Present
Responsible for developing and maintaining real‑time maritime simulation systems, improving deterministic update loops, integrating physics and rendering subsystems, and refactoring legacy C++ codebases for clarity and long‑term stability.
Jul 2022 — Apr 2026
Developed high‑performance C++ components for video processing pipelines, optimised memory and threading behaviour across platforms, integrated GPU‑accelerated features with hardware teams, and modernised CI/CD and CMake‑based build systems.
2018 — 2022
Completed a degree focused on graphics programming, low‑level systems, and collaborative development, producing real‑time rendering projects and a compute‑shader‑driven physics simulation for the final‑year project.
A fully GPU‑driven particle simulation using Vulkan compute shaders, indirect draw calls, and SSBO‑based data pipelines. Designed for real‑time performance with millions of particles.
Simulation
Compute Shader
Rendering
Indirect Draw
Showcasing
Physics on the compute shader
Performance
Real‑Time
LANGUAGES
GRAPHICS & RENDERING
TOOLS & TECH
CURRENTLY EXPLORING...