Physics, Graphics & Tools Programmer. I mostly live in Unreal Engine (C++), with a solid Unity background from earlier projects.
I like the parts of development most people usually skip past: memory layout, why a frame drops, how a shader actually maps to the render target. My favorite kind of bug is the one that only shows up because you understood the system.
I mostly work with Modern C++, engine architecture and real-time graphics (Unreal Engine, OpenGL), with a solid background across interactive systems.
- Real-time physics & simulation: SPH fluid simulation from scratch, moved from a CPU/ECS solver to a GPU compute pipeline once particle count made the CPU path the bottleneck.
FluidSimulationECS - Unreal Engine (C++): Gameplay systems, event-driven architecture, and a custom 3D gravity/physics system for End of Life (PlayStation Talents Finalist).
- Rendering & shaders: GLSL/HLSL, OpenGL pipelines, render textures, frustum culling and the usual GPU-vs-CPU tradeoffs that come with real-time particle work.
- Tools & pipelines: Unity to Unreal migrations, editor tooling and the less glamorous work of making a team's workflow not fight them.
- Languages: C++, C#, GLSL/HLSL, Lua
- Graphics & Simulation: OpenGL, Vulkan (Foundations), RHI/Compute Shaders, ECS/DOD
- Engines & Tools: Unreal Engine (C++/Blueprints), Unity, RenderDoc, NVIDIA Nsight, CMake, Git
- Portfolio: fernandojesusperez.com
- LinkedIn: fernando-jperez-gamedev
- End of Life (PlayStation Talents Finalist): Steam
Open to opportunities in physics, graphics, and tools programming. Reach out if something here overlaps with what you're building.