Freelance graphics engineer specializing in engine-level UE5 programming, performance and visual quality optimization, and multi-platform porting.
Engine-level work across the full rendering pipeline, on all major platforms.
Developed your game on PC and looking to bring it to consoles* and mobile? Porting a UE5 title means more than just hitting compile on a different target. Each platform has its own hardware constraints and certification requirements.
UE5 is a set of technologies that work together, and each one requires a deliberate choice depending on the target hardware. Current-gen or legacy? Nanite or traditional LODs. Virtual Shadow Maps or Cascaded with baked lighting. Hardware Lumen, Software Lumen, or screen-space GI. TSR, DLSS, or TAA.
The same applies to assets. Quality tiers, texture compression, cook configuration and build size are all tuned so each version meets its platform store requirements and certification standards.
Get in touch and let's figure out the right strategy for your targets.
* PS5, Xbox Series and Switch 2 porting requires the client to be a registered developer with the respective platform holder and to provide remote devkit access.
Frame drops, hitches and stutters killing your game's feel? Material popping, shadow flickering or unexpected CPU spikes? Performance issues in UE5 can come from anywhere in the pipeline, and tracking them down requires knowing where to look.
Frame drops with only a few characters on screen? VFX too expensive? Shadows tanking your GPU budget? It takes understanding the full picture to find the right configuration that keeps visual quality as high as possible.
Let's take a look at your frame.
Building a team and need someone to steer the technical direction? Or just need a specific piece of engine work done right?
Technical leadership means being in the room when architectural decisions are made. Defining coding standards, reviewing code, unblocking engineers and making sure the development pipeline evolves in the right direction without accumulating technical debt.
On the implementation side: custom C++ plugins, editor tooling, SceneViewExtensions and render passes built on the RDG/RHI layer. From a prototype to a production-ready deliverable.
Let's talk about what your team needs.
I worked on these projects. All IP and trademarks belong to the respective studios.
Open to contracts, outsourcing and long-term collaborations.
Remote-friendly · European timezone.