Aubrey Powell is a versatile software engineer with 11 years of professional experience and a deep background in game development, having shipped systems for Champions Online, Star Trek Online, and Diner Dash for Facebook. He combines low-level systems expertise in C/C++ and OpenGL with modern tooling like C#, Unity3D and TypeScript, and has built both long-lived MMO engine components (teams, guilds, inventory, crafting) and indie-focused engine tooling that exposes C++ to Lua. More recently he contributed to AR and 3D CAD engines at Snap and Aurora, and implemented Perlin noise and brownian improvements in a Rust procedural noise library, showing a continued focus on performant procedural systems. Comfortable across frontend and backend stacks, Aubrey has a track record of designing for maintainability and extensibility in complex, networked environments and enjoys bridging experimental tech (Emscripten/WebGL, Fuchsia terminal) into production.
Contributions:64 commits, 31 PRs, 17 pushes in 6 years 9 months
Contributions summary:Aubrey's primary contribution was the addition of Perlin noise generation capabilities, including the implementation of the Perlin noise algorithm and related support functions in Rust. They created new source files and integrated the Perlin noise functionality, demonstrating a focus on procedural generation techniques. Furthermore, the user refactored and improved the noise library by adding brownian functions, and cleaning up examples.
Contributions:45 pushes, 6 branches in 6 years 8 months
rustnoiseproceduralprocedural-noise
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