Graphics Engineer at Unity, working on GfxDevice backends across Metal, Vulkan, and DX12 — primarily backporting, bug fixes, and cross-platform rendering correctness.
After a decade of Unity and C# game development, I moved to the other side of the abstraction — into the engine's GPU backend layer, where shaders meet driver quirks and a mismatched blend state can ruin someone's Tuesday. I now spend most of my time reasoning about command buffers, pipeline state, and platform-specific GPU behavior across mobile and desktop.
Dark Chocolate — A multi-backend hardware abstraction layer in C++, targeting Vulkan, DX12, and Metal behind a unified interface. The goal is a clean, minimal abstraction that maps closely to how modern GPUs actually work — no hidden magic, no legacy baggage.
C++ · Vulkan · DX12 · Metal · HLSL / GLSL · CMake



