Summary
Benjamin Quach is a Senior Rendering Engineer with 13 years of experience specializing in GPU pipelines and real-time rendering for games and graphics platforms. He has driven measurable performance gains across mobile and console workflows—rewriting UE4 base shaders, implementing software occlusion, and reducing GPU/CPU costs on complex large-scale maps. His background spans low-level Vulkan/OpenGL/Vulkan driver work at Samsung, production rendering at EA/Battlefield Mobile, and graphics engineering at Autodesk, giving him a rare blend of driver-level hardware knowledge and practical engine/tooling experience. Based in San Jose, he pairs deep C++ and shader expertise with a knack for creating artist-friendly pipelines and profiling tools that translate architectural insight into deployable optimizations. Outside work he pursues real-time graphics research, motorcycles, and historical medieval combat, reflecting a pragmatic curiosity that fuels novel solutions.
12 years of coding experience
8 years of employment as a software developer
Bachelor's Degree, Computer Science, Bachelor's Degree, Computer Science at University of California, Riverside