Brandon Fogerty

Senior Graphics Engineer, Desktop at Unity Technologies

Bothell, Washington, United States
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Summary

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Rockstar
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Top School
Brandon Fogerty is a Senior Graphics Engineer with 8+ years building real-time rendering systems for games, simulations, and XR, currently focusing on DirectX 12 and Vulkan support at Unity Technologies. He combines deep C++/C# expertise and strong 3D math with hands‑on shader work across CryEngine, Unity, DirectX, and OpenGL, and has shipped titles on PC, consoles, mobile, and HoloLens. At Unity he contributed notable XR rendering features—single‑pass instancing, multi‑view support, and MSAA/HDR improvements in the Scriptable Render Pipeline—that improved performance and mobile XR fidelity. Prior roles span game studios and military simulation, where he led CryEngine development and implemented AI/physics and tooling for shipped console and mobile games. He holds a Master’s in Computer Science and brings a practical blend of R&D and production delivery, often building tools and mock HMDs that accelerate developer workflows. Colleagues rely on him to translate complex rendering research into robust, ship-ready systems.
code8 years of coding experience
job10 years of employment as a software developer
bookMaster's, Computer Science, Master's, Computer Science at Georgia Southwestern State University
languagesEnglish, Japanese
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Github Skills (4)

graphics-programming10
unity3d10
optimisation8
optimization8

Programming languages (3)

C#C++HTML

Github contributions (5)

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Unity-Technologies/Graphics

May 2018 - Feb 2021

Unity Graphics - Including Scriptable Render Pipeline
Role in this project:
userGraphics/Rendering Engineer
Contributions:29 commits, 6 PRs, 28 pushes in 2 years 9 months
Contributions summary:Brandon contributed significantly to the Unity graphics repository, focusing on XR support and rendering optimizations. Their work included implementing single-pass instancing and multi-view support for XR within the Lightweight Render Pipeline (LWRP), addressing shadow rendering issues, and improving MSAA integration. They also modified core shader libraries and rendering passes to enable features such as HDR and to optimize performance, particularly on mobile platforms.
renderpost-processingpipelinescriptableunity
Scriptable Render Pipeline
Contributions:12 PRs, 15 pushes, 19 branches in 1 year 1 month
renderpipelinescriptable
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Brandon Fogerty - Senior Graphics Engineer, Desktop at Unity Technologies