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The Persistence

My Contribution

As the Lead Graphics Engineer, I spearheaded the development of the custom real-time ray-tracing pipeline. This involved implementing a hybrid rendering solution that seamlessly blends rasterized geometry with hardware-accelerated global illumination. I optimized the spatial data structures to handle millions of dynamic particles, ensuring that VFX artists could push the boundaries of cinematic fidelity without compromising the target 60FPS performance on next-gen hardware.

Beyond the core renderer, I developed a proprietary node-based shader graph system that empowers artists to create complex volumetric effects. This toolset was instrumental in achieving the distinctive atmospheric scattering and fluid dynamics seen in the project's signature environmental sequences. My work also extended to low-level memory management and multi-threaded job systems, significantly reducing CPU bottlenecks during heavy physics-simulated combat scenarios.