Graphics Programmer Resume
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Charles Bloomberg
PROFESSIONAL SUMMARY
Experienced Graphics Programmer with over 10 years of expertise in real-time rendering, shader programming, and performance optimization. Proven track record of delivering high-fidelity graphics solutions in AAA game development and interactive applications.
PROFESSIONAL Experience
Senior Graphics Programmer | Company A
January 2018 — Present, Santa Clara, USA
• Engineered real-time ray tracing techniques, achieving a 20% increase in rendering performance using DirectX 12 and NVIDIA RTX.
• Spearheaded development of advanced shader programs and materials, leading to a 15% improvement in visual fidelity across multiple AAA gaming titles.
• Collaborated with game designers and artists to integrate PBR (Physically Based Rendering) workflows, resulting in a 10% decrease in asset creation time.
• Implemented GPU profiling and performance tuning tools that reduced rendering time by 25%, ensuring optimal frame rates and resource utilization.
• Led a team of 5 graphics engineers, driving innovation and ensuring successful delivery of cutting-edge visual effects and technologies.
• Spearheaded development of advanced shader programs and materials, leading to a 15% improvement in visual fidelity across multiple AAA gaming titles.
• Collaborated with game designers and artists to integrate PBR (Physically Based Rendering) workflows, resulting in a 10% decrease in asset creation time.
• Implemented GPU profiling and performance tuning tools that reduced rendering time by 25%, ensuring optimal frame rates and resource utilization.
• Led a team of 5 graphics engineers, driving innovation and ensuring successful delivery of cutting-edge visual effects and technologies.
Graphics Programmer | Company B
March 2014 — December 2017, Cary, USA
• Developed custom rendering pipelines in Unreal Engine 4, enhancing game visuals and achieving a 30% reduction in rendering overhead.
• Created and optimized HLSL shaders for realistic lighting, shadows, and post-processing effects, resulting in a 20% improvement in visual quality.
• Enhanced performance of large-scale environments by implementing level-of-detail (LOD) techniques, decreasing overall system load by 15%.
• Assisted in the integration of new rendering features and technology, working closely with interdisciplinary teams to ensure seamless incorporation.
• Created and optimized HLSL shaders for realistic lighting, shadows, and post-processing effects, resulting in a 20% improvement in visual quality.
• Enhanced performance of large-scale environments by implementing level-of-detail (LOD) techniques, decreasing overall system load by 15%.
• Assisted in the integration of new rendering features and technology, working closely with interdisciplinary teams to ensure seamless incorporation.
Graphics Programmer | Company C
June 2011 — February 2014, Seattle, USA
• Designed and implemented real-time graphics algorithms for multi-platform game development, leading to a 40% faster rendering process.
• Optimized mesh rendering and texture management pipelines, achieving a 25% decrease in memory footprint.
• Built custom tools for artists, streamlining workflow and reducing asset iteration time by 20%.
• Optimized mesh rendering and texture management pipelines, achieving a 25% decrease in memory footprint.
• Built custom tools for artists, streamlining workflow and reducing asset iteration time by 20%.
Junior Graphics Programmer | Company D
January 2008 — May 2011, Austin, USA
• Developed procedural generation techniques for landscapes and environments, reducing manual creation time by 35%.
• Implemented basic physics-based rendering techniques, improving visual accuracy and consistency.
• Assisted in the debugging and performance profiling of graphics code, enhancing overall application stability and efficiency.
• Implemented basic physics-based rendering techniques, improving visual accuracy and consistency.
• Assisted in the debugging and performance profiling of graphics code, enhancing overall application stability and efficiency.
Education
Bachelor of Science in Computer Science | University of California, Berkeley
May 2007
Expert-Level Skills
DirectX, OpenGL, Vulkan, HLSL, GLSL, Shader Programming, Real-Time Rendering, Ray Tracing, GPU Profiling, Performance Optimization, C++, Unreal Engine, Unity, Physically Based Rendering, Pipeline Development, Problem Solving, Team Leadership, Cross-functional Collaboration