WELCOME, I'M

JOE PICKERING

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.

Southampton, UK
C++ 17/20 • Vulkan 1.4 • CMake

PROFESSIONAL EXPERIENCE & EDUCATION

BMT

Simulation Software Engineer

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.

DATAPATH

Software Engineer

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.

Staffordshire University

BSc Computer Games Programming

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.

⭐ FEATURED PROJECT

Vulkan Compute Particle System

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.

Vulkan SLANG Compute Shaders Indirect Rendering SSBO C++20

Simulation

Compute Shader

Rendering

Indirect Draw

Showcasing

Physics on the compute shader

Performance

Real‑Time

SKILLS

LANGUAGES
  • Modern C++ (17/20)
  • CMake
  • Python
  • GLSL/SLANG
GRAPHICS & RENDERING
  • Vulkan
  • OpenGL
  • Compute Shaders
  • Render Pass implementations
TOOLS & TECH
  • Address & Thread Sanitizers
  • Git
  • Google Test
  • Devops
CURRENTLY EXPLORING...
  • Shadow Mapping
  • PBR
  • RayTracing
  • Mesh Shaders
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