Work Experience

Junior Engine Programmer, Ubisoft Singapore (2014 – Present)
  • Optimizations for performance intensive operations
  • Debugging a mature code base
  • Developing and maintaining new technology

Student Instructor, DigiPen Institute of Technology (2012 Р2014)
  • Conducting math review classes (Linear Algebra, Calculus)
  • General teaching assistance
  • Grading physics courses

Game Programmer, Envisage Reality (2010 Р2011)
  • Systems/Shaders in Unity3D

Game Programmer, Team Warpy (2009 – 2010)
  • Sole Programmer
  • System/Shaders/Gameplay in XNA

Game Programmer, Atomic Gaming Innovations (2009)
  • Sole Graphics Programmer
  • Graphics, Shaders, Networking, Gameplay in OGRE

Programming Intern, Singapore-MIT GAMBIT Game Lab (2008)
  • Graphics, Shaders, Integration in Panda3D
  • Integrated MIT Whitepaper “Automated Rigging and Animation”


DigiPen Institute of Technology (2011 – 2014)
  • Bachelor of Science in Computer Science (BSc CS) in Real-Time Interactive Simulation
  • Current GPA: 3.94 (out of 4.0)

Nanyang Polytechnic (2006 – 2009)
  • Diploma in Digital Entertainment Technology with Merit (Top Student)
  • Awarded with Ubisoft Singapore Gold Medal
  • GPA: 3.979 (out of 4.0)


Computer Graphics
  • 3D Software Rasterizing, DirectX (9/11), OpenGL (2.0/3.0/4.0), Nintendo DS Graphics
  • Good understanding of graphics related mathematics
  • Linear Algebra, Homogenous Matrices, Transformations/Projections + derivations
  • Created novel method for mirror rendering with Asymmetric Perspective Projections
  • Good understanding of animation systems
  • Vertex, Blend-Shape, Skeletal animation (SW/HW))
  • Experience in maintaining and developing cross API graphics code (DirectX/OpenGL)
  • Good knowledge of high-level shaders (HLSL, Cg, GLSL)
  • Experience with Shader architectures
  • Graph-based, Micro shaders, Uber shaders, Shader fragments

Engine Architecture
  • Developed hierarchy-based, component-based (data-oriented) engines
  • Working understanding of the cache/cache efficiency and memory access patterns
  • Fairly proficient with templates and template meta programming
  • Experienced at creating cross-platform engine code (Windows/Linux/OSX)
  • Founder and president of the Engine Architecture Club (DigiPen Student Club)
  • Studied the source code of various engines (where available, such as OGRE)
  • Created and maintained a single engine for 3 years (DigiPen)
  • Experienced at building/maintaining long lasting stable code

Programming/Scripting Languages
  • Deep understanding of C/C++ (C89/C99)
  • Well-versed with: C, C++, C#, Java, Visual Basic, Cg, HLSL, GLSL
  • Other known languages: Javascript, Actionscript (2/3), Lua, PHP, Python, Squirrel, Bash, Batch, Perl, Objective-C, MEL, MaxScript
  • Data markup languages: Yaml, Json, XML, HTML
  • Game Engine Experience: OGRE, Unity, Panda3D, Game Maker
  • Tools experience: C# (and pinvoke (native calls)), wxWidgets, gtk
  • Platforms (in order of familiarity): Windows, Linux, Android, Mac OSX (C++), iOS (C++)