Aevyrie Roessler is a COO and engineering leader in Portland with nine years of experience guiding cross-disciplinary teams to deliver software, hardware, and 3D systems for engineering customers. She blends hands-on development—particularly in graphics, rendering, and 3D tooling—with operational leadership, having led OEM software teams and now running operations at Foresight Spatial Labs. An active open-source contributor, she has contributed graphics and picking features to the Bevy game engine and maintains bevy_mod_picking, reflecting a deep appetite for 3D interaction and low-level performance work. Her background in mechanical engineering and product development gives her a pragmatic edge in manufacturing, NPI, and tooling, while side projects and a consultancy (Lateral Computer) keep her coding and shipping tools for engineers. Colleagues value her ability to translate complex geometry and rendering problems into robust, production-ready systems.
9 years of coding experience
8 years of employment as a software developer
Bachelor's Degree Mechanical Engineering, Bachelor's Degree Mechanical Engineering at University of Wisconsin-Madison
Full-stack Developer (with a focus on Bevy game development)
Contributions:32 releases, 101 reviews, 600 commits in 2 years 4 months
Contributions summary:Aevyrie primarily contributed to the `bevy_mod_picking` repository, which provides picking and pointer event functionality for the Bevy game engine. Their contributions focused on implementing and refining core features like detecting, selecting, and highlighting meshes. The user implemented default resources and made material fields public, fixing multiple bugs, and adding features to improve the raycasting implementation for the project.
A refreshingly simple data-driven game engine built in Rust
Role in this project:
Back-end Developer & Graphics Programmer
Contributions:318 reviews, 68 PRs, 705 comments in 4 years 8 months
Contributions summary:Aevyrie contributed to the Bevy game engine, focusing on the graphics and rendering aspects. They implemented features like world-to-screen coordinate conversion and added checks for NaN values in camera calculations to prevent errors. The user also addressed PBR rendering issues, including fixing regressions for unlit materials and correcting the view vector in the fragment shader for orthographic projections. Furthermore, they optimized performance by parallelizing frustum culling.
data-drivenbevygamedevrustgame-development
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