


I help game teams diagnose rendering bottlenecks, build custom visual systems, and ship stable frame times without guessing. Former Engine Programmer at Asobo Studio on Microsoft Flight Simulator 2024.
Rendering work is only valuable when it survives production constraints. These projects show diagnosis, measurable performance, custom tools and shipped experience.











Focused freelance technical art missions for teams that need rendering expertise without adding long-term hiring risk. Custom visual systems, short diagnostics, optimization sprints and production support.





I work where technical art, rendering engineering and production constraints meet: find the bottleneck, protect the visual target, ship the feature.
After 5 years learning game development at Rubika, I spent 3 years at Asobo Studio as Engine Programmer on Microsoft Flight Simulator 2024. Real production code, custom engine constraints, shipped to millions of players.
Today I help indie, AA and mid-size teams with GPU optimization, custom shaders, post-process pipelines, rendering tools and visual debugging. I work from profiler evidence: frame captures, GPU timing, command submission patterns, shader cost and platform constraints.
I'm also building KUBIKA through KubiCorp, which keeps me close to indie reality: small teams, strict budgets, fast iteration, and the need for tools that artists and designers can actually use.
Clear diagnosis, ranked fixes and visible before/after impact. No vague "the renderer is slow" hand-waving.
Rendering help that respects the existing codebase, profiling data, platform constraints and production risk.
Shader and tool systems designed for control, iteration and visual consistency, not fragile one-off experiments.

















