Brian Merchant

Vancouver, British Columbia, Canada
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Summary

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Rockstar
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Top School
Brian Merchant is a software engineer in Vancouver with 11 years of experience building simulations, game systems, and automation tools across Rust, Python, and web stacks. He has applied research-grade modeling to many-cell biological simulations at UBC, later reimplementing performance-critical code in Rust and leveraging JIT in Python. Brian contributes to GPU- and ECS-focused open-source projects such as vello and bevy_ecs_tilemap, adding GPU f16 support and animation/rendering features that show attention to both correctness and performance. He’s shipped production-facing web tooling too, creating a responsive SvelteKit character calculator that emphasizes interactivity and cross-device UX. Comfortable moving between low-level graphics, game engine systems, and full-stack web work, he often teaches himself new stacks from docs and examples to deliver end-to-end solutions. An understated strength is turning research code into maintainable, high-performance implementations that serve practical applications.
code11 years of coding experience
job9 years of employment as a software developer
bookBachelor's degree, Mathematics, Bachelor's degree, Mathematics at The University of British Columbia
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Github Skills (11)

ec10
bevy10
gpu-programming10
vulkan10
rust10
entity-component-system10
shader10
tilemap10
compute-shader9
glsl9
animation9

Programming languages (19)

C#PowerShellC++RustHTMLSvelteJupyter NotebookCommon Workflow Language

Github contributions (5)

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StarArawn/bevy_ecs_tilemap

Jul 2022 - Jan 2023

A tilemap rendering crate for bevy which is more ECS friendly.
Role in this project:
userBack-end Developer
Contributions:61 reviews, 94 commits, 79 PRs in 5 months
Contributions summary:Brian extracted animation data from examples and implemented animation features. They set the time in the tilemap uniforms and made changes to rendering-related files. Furthermore, they addressed code review comments and updated the example files.
craterenderingtilemap
linebender/vello

Apr 2020 - Sep 2020

A GPU compute-centric 2D renderer.
Role in this project:
userBackend Developer
Contributions:1 review, 8 commits, 8 PRs in 4 months
Contributions summary:Brian contributed to the `piet-gpu-derive/src/glsl.rs` file, implementing support for f16 data type within the GPU rendering pipeline. This involved handling specific considerations for f16 conversions and packing/unpacking operations, ensuring efficient data handling on the GPU. Further work includes adding validation layers and debug reporting within the `piet-gpu-hal/src/vulkan.rs` file. Finally, the user cleaned up related code in the `piet-gpu/src/lib.rs` file and updated shaders.
gpu
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