BeamNG
2025 — PresentGraphics / Engine Programmer
Currently: Graphics / Engine Programmer at BeamNG
I build renderers, and the engines around them.
Twelve years on a solo engine with real-time path-traced global illumination. Before that, shipped titles at AMD, Codemasters and Sony. The rendering code I write on nights and weekends now runs inside Godot Engine and S.T.A.L.K.E.R. Anomaly.
Spartan Engine
Built around one principle: the GPU owns the data. Every resource — geometry, materials, textures, lights, transforms, bounding volumes — lives in persistent, globally accessible buffers. No per-draw descriptor updates. No CPU-side draw loops.
Spatiotemporal reservoir resampling for real-time multi-bounce global illumination. No bake step, no light probes.
All per-draw data sits in a single bindless storage buffer. Push constants carry an index and nothing else.
Ray-queried reflections and shadows sharing one vertex-pulling path with the rasteriser.
Pacejka MF 5.2 tyres with thermal, pressure and wear models, inside the PhysX fixed-timestep loop.
One universal HLSL codebase compiled to both SPIR-V and DXIL, from the same shaders.
Tessendorf FFT ocean in compute, Nubis-style volumetric clouds, froxel volumetric fog with temporal reprojection.
Track record
Graphics / Engine Programmer
MTS Developer Technology Engineer
Embedded with studios across the UK and Europe, profiling and rewriting their GPU pipelines. Returnal, The Callisto Protocol and Suicide Squad were among them.
Senior Graphics Programmer
Shipped Dirt 5 across six platforms, from Stadia to Xbox Series X.
Generalist Programmer
Environmental-analysis AI and the debug tooling behind an unreleased PSVR title.
The podcast
I sit down with the brightest minds I can find across cutting-edge industries and ask the questions I actually want answered. Pilot episodes are live.