Brad Roepstorff is a seasoned graphics and tools programmer with 10+ years building high-performance rendering systems and artist-facing toolchains across games and real-time platforms. He’s contributed to major studios and engines—from shipping console titles and mobile-optimized PBR pipelines to developing Unity’s next-generation terrain rendering and tooling. Known for solving both CPU and GPU bottlenecks, he’s designed data formats, migration pipelines, and virtual texturing systems that eased large-scale content workflows. His background blends deep systems-level graphics work (shaders, shadow systems, particle engines) with pragmatic tooling that helps teams transition legacy codebases. Now based in Salt Lake City, he brings studio-grade production experience to iRacing’s tools stack, combining rigorous optimization chops with an eye for developer productivity. A recurring theme in his career is turning complex rendering research into practical, performance-conscious engineering that ships.
10 years of coding experience
20 years of employment as a software developer
BS, Computer Science, BS, Computer Science at Case Western Reserve University
Graduate Level Certificate of Digital Game Development, Specialization in Software Development, Video game programming, Graduate Level Certificate of Digital Game Development, Specialization in Software Development, Video game programming at The Guildhall at SMU
Contributions:9 pushes, 1 branch, 1 issue in 5 months
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